What's the point of environmental rules?


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The Exchange

The exotic is every day in SF.

Just make the exotic locations more dangerous and exotic.


gigyas6 wrote:
Seriously. There's an entire section for it in the GM chapter, and yet any armor whatsoever gives you full environmental protection against all environmental hazards at all times apart from highly corrosive atmospheres (it says that acid resistance upgrade will fix that, but no such upgrade appears to exist). This functionality even applies if the item is broken.

Well if you don't know how dangerous the various environments are then you won't be as thankful for the protection your suits give you.

Plus how are you supposed to know how to die when the bad guys throw you out an airlock into the void of space/an airless asteroid with minimal gravity/a toxic planet with super heavy gravity/get an imagination?


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Pick up one of our many Life Preservation Armored Suits today! They're guaranteed to outlive you!


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Ravingdork wrote:

Survival scenarios are already screwy in Starfinder. Say your ship crashes on an environmentally hostile planet and is so damaged that it can't recharge your environmental protection in your armored suits.

You explore the surroundings with nothing more than a hope and a prayer, and you come across a second crashed ship. What luck! Almost as lucky as finding something to crash on in space in the first place!

However, if you salvage both ships, you only end up with enough parts for only 20% of what is required to make a new, functional ship. Only 8 more to go buddy!

And even if you crashed into a junkyard planet with 100 ships, you're still totally screwed since ships don't have a listed price within the rules and thus can't be built by PCs!

Okay, this entire tangent is nonsense. Your trying to apply rules about completely different things, to a situation where they don't apply. Salvaging parts to repair your ship is *not* selling stuff back to a store. Nor is it building equipment from UPBs. Its. . . salvaging parts to repair a ship. This is called "a scenario in the adventure".

Otherwise known as the dreaded "Situation adjudicated by your GM, who created the adventure". Which as much as some people might hate it, is quite often going to be the case. Shockingly enough, your GM is *not* the enemy, whom you must bind in chains made out of rules citations. And Starfinder, shockingly enough, is not a game where everything not rigorously defined in the rules is impossible.

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Armor is almost as odd, for many of the reasons already mentioned, but also because there's absolutely nothing stopping someone from wearing second skin along with their normal armor and using both their environmental protections to survive twice as long. Or carrying extra light weight armors to change into when their current armor run out of juice (using the second skin's environmental protections to survive the changing process).

And armor are not clothes. Clothes are listed in a separate section of the book. Unless you're a VIP of some kind who is expecting to be kidnapped, you probably aren't wearing your armor in most public, safe places. If you did, with few exceptions, you'd probably stand out in much the same way that a fully geared swat team member would stand out in the middle of a kindergarten school.

On the matter of "why not carry extra", the main obstacle would be cost. Sure, you *could* carry multiple suits of light armor, keep a few in your pack, and swap out if damaged. This would cost a ton of money, so why not just. . . carry some spare batteries?

As for wearing armor in public, eh. . . the armor rules describe quite a few of the suits as being more like spacer wear than SWAT gear. Sure, if your walking around in the most obvious heavy armor at a kindergarten, your going to stand out. Most of the light armor, not so much; it may not be indistinguishable from non-protective clothing, but its not abnormal, if your in any kind of environment where space travel or environmental hazards are existent. Which, in Starfinder, is "basically everywhere".


Ravingdork wrote:
And armor are not clothes. Clothes are listed in a separate section of the book. Unless you're a VIP of some kind who is expecting to be kidnapped, you probably aren't wearing your armor in most public, safe places. If you did, with few exceptions, you'd probably stand out in much the same way that a fully geared swat team member would stand out in the middle of a kindergarten school.

While for a large part you are right, armor is not clothes and clothing is not armor... there are a few lines that specifically blur the line, namely the AbadarCorp Travel Suits, Echelon Fashion, and Stationwear lines. All of which are explicitly both clothing and light armor (Business Suits, Fashionable Clothing, and Any Clothing respectively.)


Back to the OP. There may come a time your armor is damaged, not on you or out of oxygen/food/water.

If I recall, recharging has to be done on a space station or a ship. If your ship is a smoking crater on Planet O-SH%^!! then environmental effects may come into play.

On a recent adventure we had to cover about a week of travel in Tier 2-5 suits. We had to make checks to know when closing up the suit was necessary to conserve resources.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Shinigami02 wrote:
Ravingdork wrote:
And armor are not clothes. Clothes are listed in a separate section of the book. Unless you're a VIP of some kind who is expecting to be kidnapped, you probably aren't wearing your armor in most public, safe places. If you did, with few exceptions, you'd probably stand out in much the same way that a fully geared swat team member would stand out in the middle of a kindergarten school.
While for a large part you are right, armor is not clothes and clothing is not armor... there are a few lines that specifically blur the line, namely the AbadarCorp Travel Suits, Echelon Fashion, and Stationwear lines. All of which are explicitly both clothing and light armor (Business Suits, Fashionable Clothing, and Any Clothing respectively.)

Those would be the exceptions I was referring to. :)

Metaphysician wrote:
Shockingly enough, your GM is *not* the enemy, whom you must bind in chains made out of rules citations. And Starfinder, shockingly enough, is not a game where everything not rigorously defined in the rules is impossible.

Nuh uh! :P


Huh so no one has read the technomancer spell list...discharge your armor has no charges left or greater discharge targets one item on each party member gm chooses armor, none of you have environmental protection


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Robert Gooding wrote:
Huh so no one has read the technomancer spell list...discharge your armor has no charges left or greater discharge targets one item on each party member gm chooses armor, none of you have environmental protection

I'm not sure this would work very well. Armor environmental protections don't appear to use charges like weapons do and as such could only be shut down for 1d4 rounds--hardly enough time for most environments to do any real harm.


I would argue the opposite in spite of not explicitly saying it uses charges, it says it needs to be recharged at a power station implying that it has charges to replace

Edit and it having a specific number ie 24/ item level


However if the environmental protection was already in use the current active charge would allow some time before they were left unprotected


Robert Gooding wrote:
Huh so no one has read the technomancer spell list...discharge your armor has no charges left or greater discharge targets one item on each party member gm chooses armor, none of you have environmental protection

Discharge was mentioned and discussed on the first page.

I kind of side with OP here. Especially for this first book, very simple environmental rules could have sufficed since they would rarely come up, with the intention of circling back around in a later supplement ("Survival in the Pact Worlds" or something). Too late now though.

RPG Superstar 2012 Top 32

I'm okay with them. The stationwear is intended for space stations where there is a chance that the area you are in will suddenly decompress. The more advanced stationwear is simply better protection for more important people or for adventurers who want weird clothing.

Normal people have normal clothing. Have a gas attack in planetside and the civilians will be harmed. Have a pleasure cruise crash on an asteroid and the PCs can last for three weeks, but most of the civilians and probably the crew have a couple of days.

There are ways to make the environment an obstacle, you just have to work at it, like in Pathfinder.


Robert Gooding wrote:

I would argue the opposite in spite of not explicitly saying it uses charges, it says it needs to be recharged at a power station implying that it has charges to replace

Edit and it having a specific number ie 24/ item level

They're recharged at "environment recharging stations" (p198), not power stations, and you can't extend the duration of the protection by swapping batteries. A major part of what is recharged is air supply: oxygen and CO2 scrubbers.

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