
Ravingdork |
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The benefit of having four arms is having options available to you that others wouldn't without wasting their actions to switch to other items.
You can have a variety of weapons in hand, with each dealing different damage types or possessing different properties (such as having a burning weapon, a cone weapon, a line weapon, and a penetrating weapon, for example). You could also mix and match ranged and melee weapons (having a pair of pistols and a two-handed chainswaw, for example).
They don't all have to be weapons either. You could easily have a ranged weapon, a melee weapon, a shield (or similar defensive item), and a tool or free hand with which to interact with the environment.
The ability to wield a two-handed ranged weapon while climbing, or to operate the steering apparatus of your vehicle while aiming guns out of each side window is certainly nothing to sneeze at!
The four arms are seriously awesome as written. Now just imagine all the neat things you could do if you had six arms via cybernetic enhancements!
No, Kasatha are plenty overpowered already.
knock no longer auto-open locks but instead require a caster level check vs lock/doors DC.
This is true in Pathfdinder as well. It's a change from v3.5 to Pathfinder, not from Pathfinder to Starfinder.
JiCi wrote:Soldiers and Solarians can make up to 3 attacks at higher levels when performing a full attack, while Operatives can make up to 4. These attacks can be made with any combination of weapons, so a kasatha operative with Quad attack could have each of his attacks be with a different weapon.Deadmanwalking wrote:There is the Multi-Weapon Fighting feat...but it just reduces the penalties of a Full Attack by one as long as you are using two or more light weapons.
So, no, extra limbs don't get you any extra attacks.
Here's the catch:
** spoiler omitted **Huh... when can you make "a full attack with two or more small arms"? I haven't seen anything about this, at all. If there aren't iterative attacks anymore, shouldn't the full attack be used for two-weapon/multi-weapon instead? Dude, for a full attack, "these attacks can be made with the same weapon or different weapons..." such 2 swords, 2 pistols or a sword and a pistol. That's... TWF right there, penalties included.
I get that kasathas' four-armed trait "doesn't increase the number of attacks they can make during combat", there isn't something to do so as of now... and it's not like having a race-exclusive feat would break the game either.
The wording could also be a form of future proofing.

theheadkase RPG Superstar Season 9 Top 32 |

Don't grenades generally have pins and not detonators?
Ravingdork, in SF it seems that the act of throwing it as an attack is what primes the grenade as written at the moment. A detonator can be programmed to grenades. The core book also mentions a delayed fuse in the Pull the Pin feat but there's nowhere else the delayed fuse shows up (which is what I would want for this build to be honest)

The Lost King |
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Deadmanwalking wrote:The point? Mechanically, there isn't much of one. I mean, you can wield a two handed melee weapon and a longarm simultaneously, and a few other things, but it's not a huge advantage.
Of course, it's hardly the only racial trait Kasatha have, so I'm not sure why that's a problem.
The problem is simple: the full attack action makes it impossible to incorporate TWF in any shape or form and without any reason to. Even some weapons cannot be used in a full attack due to being "unwiedly".
What's the point of having 2 pistols or 2 daggers if you don't get any kind of advantage?
You'd think that a human with one dagger would be screwed big time over another human with 2 daggers or a kasatha with 4 daggers, but nope... maximum 2 attacks for everyone, regardless of how many weapons you have.
Give me off-hand attacks, give me one attack per threatened target, give me SOMETHING!
Iterative attacks are gone, fine by me, it was getting ridiculous, but give me SOME advantage of having one more weapon than my opponent, come on now...
BTW, bfore saying it's OP, maybe think about how guilty your GM might be if you got enough credit to buy 4 lvl.20 weapons...
I don't know why you would expect that more weapons = better when almost all of history disproves that assumption. We have never seen a militarily accepted fighting style where dual wielding is used. The best we have is some personal defense fighting styles, and dual wielding ones are still in the extreme minority there as well.
As to your point for the 4 level 20 weapons, you don't need 4 level 20 weapons to make it powerful. Even if you only used your lower level weapons you are still getting loads more damage due to how much damage a Starfinder weapon does. Kasatha with 2 extra cybernetic arms would be the objectively best build, and that's stupid.
Also, assuming you're fighting humanoids, your probably going to be getting guns around or maybe a couple levels lower than yours dropping.

andreww |
Acrobatics now requires you make a check for each individually threatened square you move through, with the DC increasing by 2 each time.
The DC is also based on the CR of the opposition, meaning you may end up having to recalculate the DC with each square of movement.
Why they chose to complicate things like this is beyond me.

andreww |
andreww wrote:The +3 bonus to class skill checks no longer seems to require you to have a rank in the skill.Starfinder core p 132 wrote:Class skills in which you have at least 1 rank are known as trained class skills; you gain a +3 bonus to skill checks with such skills.
Dammit, it would help if that had been in the section at the bottom of the page on determining your bonus.

Andy Brown |
All creatures (not just the caster) being moved by Dimension Door are unable to act until their next turn.
There goes the old tactic of the melee monsters readying to attack as soon as they appear. I'm currently unsure whether delaying would work (resulting in the same effective tactic just taking a little longer to set up)

Torbyne |
Bigguyinblack wrote:Wait, why would you ever charge if that were the case?Flat-footed is now just a -2 to AC and you can't take reactions.
A 5ft step is a move action called guarded step.
There is no -4 for firing into melee.
Charging now gives a -2 to hit instead of +2. You still take the -2 to AC.
Kind of beaten to the point on this one but ranged weapons seem to deal less damage than melee ones and shooting while in melee provokes an AoO so it looks like a very viable tactic to charge gun users with a reach melee option, they can take a guarded step on their turn but would still eat an AoO from reach or spend their full turn withdrawing and make no attacks. if you can close to melee you can basically shut down gun users. HP/SP and damage progression seems to make this very easy to do anyways but charging can let you get it done on the first turn, potentially before they even get a shot off (charge ranges of 80-120' arent too hard to build for.)

Claxon |

To add to this, if you get Step Up and Following Step (I think those are the correct names and not just Pathfinder names) then once you get into melee range of something they are pretty SOL if they're trying to use ranged weapons. They wont be able to get away from you with a 5ft step and if they move away you get an AoO (possibly using trip) and you can always charge them if they withdraw.
Melee characters can really shut down other characters.

Torbyne |
To add to this, if you get Step Up and Following Step (I think those are the correct names and not just Pathfinder names) then once you get into melee range of something they are pretty SOL if they're trying to use ranged weapons. They wont be able to get away from you with a 5ft step and if they move away you get an AoO (possibly using trip) and you can always charge them if they withdraw.
Melee characters can really shut down other characters.
Which i actually dislike a great deal but that is a discussion for another thread... but seriously, why make guns so handicapped in the system? people kept saying the age of bayonets is over since there is no more mass melee anymore but in this system just about every fight will turn into a melee so why not add the zero edge dagger onto the end of your rifle? ok, ok, i will stop here.

Danbala |

Coup De Grace: the fort save to avoid dying is 10 + the p[later level/rc of the attacker (in PF its 10 + damage dealt)
Cover: You get =4 to Ac and +2 to Ref Save (Pf is only to AC)
Massive Damage: If you take damage from one source that reduces you to 0 hp and there is enough damage left over to equal or exceed you starting HP, you die. (In PF the damage had to be more then 50 and also more than half your total HP and then you got a DC 15 Fort save).
Flat Footed: -2 to AC and cant take reactions (i.e. no AoO). (In Pf you lost your Dex bonus to AC, you couldn't take AoO specifically but no mention of other reactions).
Standing up: does not provoke AoO. (In PF it does).
Damage Reduction: DR only applies to kinetic damage, it does not apply to Energy Damage. However, there does not seem to be a general rule about magic weapons with a + overcoming different levels of DR.
Incorporeal: Takes 1/2 damage from all energy attacks as well as magic kinetic attacks. (In PF its only magic attacks).
Exhausted: you take a -3 penalty to certain rolls (In PF its a -6).
Fatigued: you take a -1 penalty to certain rolls (In PF its a -2).
Paralyzed: you Dex is -5 (In PF your Dex and Str are considered 0).
Pinned: -4 to AC. (In PF loses its Dex mod to AC).
Stunned: you drop everything and are flat footed (which gives you -2 to AC and cant take reactions). (In Pf you dropped everything lost you Dex mod to ac and also lost -2 to AC).

theheadkase RPG Superstar Season 9 Top 32 |

Grapple DC is KAC + 8 (PF CMD is 10 + BAB + Str + Dex + Size mods).
When you successfully grapple you can no longer deal damage as an action during maintaining the grapple.
When you successfully grapple, the grappler no longer gains the grappled condition.
Pinning a creature only happens if you grapple and exceed the DC by 5 or more, it is no longer an action you can attempt during grappling.
Tying Up a creature is no longer an option during grapple.

Rysky the Dark Solarion |

Speaking of grappling, you must make a grapple check each turn to maintain the grapple.
When you renew the grapple you can instead take something off the person you are grappling, and the grapple ends.
The person you are grappling takes penalties on certain things but not anything involving the grapple.
You can escape a pin with an Acrobatics or Attack roll.

Torbyne |
1 person marked this as a favorite. |
...
Damage Reduction: DR only applies to kinetic damage, it does not apply to Energy Damage. However, there does not seem to be a general rule about magic weapons with a + overcoming different levels of DR...
This is exactly how it works in Pathfinder though. you've always needed Energy Resistance to ignore fire/acid/cold etc.

Ravingdork |

Cover: You get =4 to Ac and +2 to Ref Save (Pf is only to AC)
Pathfinder provided cover bonuses to Reflex saves as well.
Exhausted: you take a -3 penalty to certain rolls (In PF its a -6).
Fatigued: you take a -1 penalty to certain rolls (In PF its a -2).
Pathfinder was a -6 and -2 to certain ability scores, respectively, which resulted in a -3 and -1 penalty to a bunch of Strength and Dexterity related things. So I guess Starfinder just skipped the middle step and simply outlined where those "half penalties" go?

HWalsh |
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Deadmanwalking wrote:The point? Mechanically, there isn't much of one. I mean, you can wield a two handed melee weapon and a longarm simultaneously, and a few other things, but it's not a huge advantage.
Of course, it's hardly the only racial trait Kasatha have, so I'm not sure why that's a problem.
The problem is simple: the full attack action makes it impossible to incorporate TWF in any shape or form and without any reason to. Even some weapons cannot be used in a full attack due to being "unwiedly".
What's the point of having 2 pistols or 2 daggers if you don't get any kind of advantage?
You'd think that a human with one dagger would be screwed big time over another human with 2 daggers or a kasatha with 4 daggers, but nope... maximum 2 attacks for everyone, regardless of how many weapons you have.
Give me off-hand attacks, give me one attack per threatened target, give me SOMETHING!
Iterative attacks are gone, fine by me, it was getting ridiculous, but give me SOME advantage of having one more weapon than my opponent, come on now...
BTW, bfore saying it's OP, maybe think about how guilty your GM might be if you got enough credit to buy 4 lvl.20 weapons...
They do give you something:
Multi-Weapon Attack reduces the full attack penalty by 1.
So the non-TWF has 2 attacks at -4/-4
You have 2 attacks at -3/-3
Now, some classes (Solider and Solarian) reduce their difficulties to -3/-3 at base. They can TWF and lower it to -2/-2
So a non-equal level Solarian/Soldier will have -4/-4 and you'll have -2/-2
This can compound:
Eventually the Solarian gets 3 attacks at -6/-6/-6, if they have the class feature that is a -5/-5/-5, if they have multi-weapon fighting (and are using multiple weapons) that becomes -4/-4/-4
This may not be what you want (which is obviously an extra attack at full attack bonus) but it isn't nothing.

DemonGnome |
Coup De Grace: the fort save to avoid dying is 10 + the p[later level/rc of the attacker (in PF its 10 + damage dealt)
Cover: You get =4 to Ac and +2 to Ref Save (Pf is only to AC)
Massive Damage: If you take damage from one source that reduces you to 0 hp and there is enough damage left over to equal or exceed you starting HP, you die. (In PF the damage had to be more then 50 and also more than half your total HP and then you got a DC 15 Fort save).
Flat Footed: -2 to AC and cant take reactions (i.e. no AoO). (In Pf you lost your Dex bonus to AC, you couldn't take AoO specifically but no mention of other reactions).
Standing up: does not provoke AoO. (In PF it does).Damage Reduction: DR only applies to kinetic damage, it does not apply to Energy Damage. However, there does not seem to be a general rule about magic weapons with a + overcoming different levels of DR.
Incorporeal: Takes 1/2 damage from all energy attacks as well as magic kinetic attacks. (In PF its only magic attacks).
Exhausted: you take a -3 penalty to certain rolls (In PF its a -6).
Fatigued: you take a -1 penalty to certain rolls (In PF its a -2).
Paralyzed: you Dex is -5 (In PF your Dex and Str are considered 0).
Pinned: -4 to AC. (In PF loses its Dex mod to AC).
Stunned: you drop everything and are flat footed (which gives you -2 to AC and cant take reactions). (In Pf you dropped everything lost you Dex mod to ac and also lost -2 to AC).
Paralyzed: Your Dex MODIFIER is -5, not your Dex score. So in essence, hasn't really changed much.
I've noticed in reading over these changes that Starfinder has taken Pathfinder and while they have come up with some new ideas, they have also extensively borrowed elements from D&D 5e (and even a little 4e). In this thread alone, probably a third of the changes being referenced are changes I have already seen in other editions of D&D. Having played all the editions, I like that some of these changes are being made to help improve and streamline the game.

Ravingdork |

This may not be what you want (which is obviously an extra attack at full attack bonus) but it isn't nothing.
Agreed, it is quite far from nothing. The ability to quickly use a myriad of different attack forms without having to expend precious action economy to do so alone is a HUGE benefit to dual-wielding (or tri-wielding, or quad-wielding). Kids today can be so entitled.

Pagan priest |

Charge now can be done diagonally and gives the charger -2 to ac and -2 to attack roll. You can move twice your speed and make a single attack as usual.
A charge could always be done on a diagonal, or any other direction as long as it was in a straight line. It is only for counting purposes that moving at an angle looks like it has many turns back and forth.

JiCi |

This may not be what you want (which is obviously an extra attack at full attack bonus) but it isn't nothing.
Reduced penalty < Extra attack.
That's the problem, a reduced penalty is trivial after a certain level, because you have several feats/class features/abilities/items that can migitate this.
What would be so broken and overpowered if TWF allowed you to do these?:
- make 2 attacks with different weapons as a standard action at a -2 penalty
- make one extra attack with a different weapon as a full attack at a cumulative -2 penalty
The lack of TWF nerfed a bunch of stuff:
- Solarians cannot have 2 Solarian weapons, when the Soulknife could create 2 soulblades.
- You cannot move AND shoot with 2 pistols... even if you CLEARLY have the time to pull the trigger more than once within 6 seconds.
- The Speed fusion is nowhere to be found.
- Kasathas cannot utilize their 4 arms for attacking... even if it would have been possible with mid-level racial feats.
Furthermore:
- Which player in his or her right mind is going to willingly handicap him or herself, due he or she considers him or herself "too powerful"? Oh right, NOBODY! The GM can nerf you, but you shouldn't.
- The Operative can make up to 4 attacks... with operative weapons... which are only melee attacks... and apparently, you cannot select a type of firearms to apply this feature either.
- The ammunition management is there, for both melee and ranged. It's already a restriction. You have to think about how many shots or attacks you want to make so you can conserve ammunition. However, that SHOULDN'T prevent someone to TWF.
- Ranged combat is now the primary way to fight, melee is more dangerous, so again, you can TWF, but you'll also be pelted by shots.
I'm so sorry, but I cannot find a valid reason not to have TWF in Starfinder. "It's too powerful" No players care if it's too powerful, ok? Most players want to deal as much damage as possible so that can finish fights as quickly as possible... and when you look at how threatening aliens can be, that's... going to be your best plan of action.

Vidmaster7 |
1 person marked this as a favorite. |

HWalsh wrote:This may not be what you want (which is obviously an extra attack at full attack bonus) but it isn't nothing.Reduced penalty < Extra attack.
That's the problem, a reduced penalty is trivial after a certain level, because you have several feats/class features/abilities/items that can migitate this.
What would be so broken and overpowered if TWF allowed you to do these?:
- make 2 attacks with different weapons as a standard action at a -2 penalty
- make one extra attack with a different weapon as a full attack at a cumulative -2 penaltyThe lack of TWF nerfed a bunch of stuff:
- Solarians cannot have 2 Solarian weapons, when the Soulknife could create 2 soulblades.
- You cannot move AND shoot with 2 pistols... even if you CLEARLY have the time to pull the trigger more than once within 6 seconds.
- The Speed fusion is nowhere to be found.
- Kasathas cannot utilize their 4 arms for attacking... even if it would have been possible with mid-level racial feats.Furthermore:
- Which player in his or her right mind is going to willingly handicap him or herself, due he or she considers him or herself "too powerful"? Oh right, NOBODY! The GM can nerf you, but you shouldn't.- The Operative can make up to 4 attacks... with operative weapons... which are only melee attacks... and apparently, you cannot select a type of firearms to apply this feature either.
- The ammunition management is there, for both melee and ranged. It's already a restriction. You have to think about how many shots or attacks you want to make so you can conserve ammunition. However, that SHOULDN'T prevent someone to TWF.
- Ranged combat is now the primary way to fight, melee is more dangerous, so again, you can TWF, but you'll also be pelted by shots.
I'm so sorry, but I cannot find a valid reason not to have TWF in Starfinder. "It's too powerful" No players care if it's too powerful, ok? Most players want to deal as much damage as possible so that can finish fights as quickly as...
Your equating it to pathfinder in pathfinder your right -1 isn't a big deal. when you start hitting on 2' and 3's however when the target ac remains around the 10 area and your only getting little +1 or +2 here and there is is actually a solid bonus. Also at higher levels granting an extra attack could equal another 80-130 damage. So if you don't want a 2 weapon dominate system You'd have to seriously inflate other styles as well.
Also DM a game once in a while might give you some respect for why game balance is important. the last comment. players don't care if an option is to powerful? Very inaccurate statement. You might not but their is plenty of people that both DM and play and I for one at least would like to see balanced options.
Let me clarify balanced to if the option is so good that every character should do it then it is not balanced so two weapon guy is happy but long arm guy heavy weapon guy etc. are all very unhappy.

JiCi |

Your equating it to pathfinder in pathfinder your right -1 isn't a big deal. when you start hitting on 2' and 3's however when the target ac remains around the 10 area and your only getting little +1 or +2 here and there is is actually a solid bonus. Also at higher levels granting an extra attack could equal another 80-130 damage. So if you don't want a 2 weapon dominate system You'd have to seriously inflate other styles as well.
Did you even check what kind of restrictions using 2 weapons imply? Twice the spent ammunition, , twice the purchase and enhancements, penalties to attack and for melee combat, 10 times more problems for being exposed to gunfire.
Also DM a game once in a while might give you some respect for why game balance is important. the last comment. players don't care if an option is to powerful? Very inaccurate statement. You might not but their is plenty of people that both DM and play and I for one at least would like to see balanced options.
I did DM games, but never in my life have I seen a player handicapping himself on his own right to order to "keep it balanced" versus other players. Players might get jealous, sure, but players actually appreciate the extra firepower when needed, and they do respect their other abilities to compensate.
I can restrict stuff as a GM, but I question a player's ideals if he does it himself.
Let me clarify balanced to if the option is so good that every character should do it then it is not balanced so two weapon guy is happy but long arm guy heavy weapon guy etc. are all very unhappy.
There's a difference between balancing the option and NOT offering it. I'd rather have TWF with loads of restrictions and failsafes than not being able to do it at all.
What do the long arm guy and heavy weapon guy have to compalin about? Melee weapons put you in danger versus being able to shoot targets at a distance and pistols are much weaker than long arms and heavy weapons.
Again, give me the option and nerf it to make it balanced for the Starfinder system instead of removing it.

Zhameng |

Acrobatics now requires you make a check for each individually threatened square you move through, with the DC increasing by 2 each time.
The DC is also based on the CR of the opposition, meaning you may end up having to recalculate the DC with each square of movement.
Why they chose to complicate things like this is beyond me.
That's really not different from Pathfinder's CRB.
... you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. (snip) Move through a threatened area DC and avoid AoO = Opponent's CMD. This DC increases by 2 for each additional opponent avoided in 1 round.
As Starfinder no longer uses Combat Maneuver Bonus or Combat Maneuver Defense, this change is absolutely logical.

Tarik Blackhands |
I dunno, there's some legitimate grievances in the system that you hear about such as starship combat's high level woes, finding suspension of disbelief broken by the BP track, generally static combats, or how linearly gear progresses.
Of course interpersed between those you have a lot of white noise summed by what you said.

Metaphysician |
1 person marked this as a favorite. |
Most of the BP complaints seem to boil down to "Why am I not allowed to acquire infinite money?" The core book outright says why they use a separate track, and I've yet to see one person provide a good alternative way that both provides ship usage from the start, without breaking the economy. Note, "Remake the system from scratch so that money can't buy power" is not a good alternative, it would require a "Why aren't you using a completely different system?" level rewrite.

Ravingdork |

Wait, what? There's an overwhelming amount of hatred towards Starfinder?
Since when? Been here since the beginning and this is the first I've heard of it.
I guess bookrat and I frequent very different circles.

HWalsh |
1 person marked this as a favorite. |
Yeah, I wouldn't say there is an overwhelming amount of hatred.
My SF game is the best game I have been in in years, much better than even my best Pathfinder game. My group loves every part of it. From Starship combat to normal exploration to being able to explore new themes that simply didn't work in Pathfinder.

bookrat |
1 person marked this as a favorite. |

I guess my word order caused confusion.
I didn't mean to say that the number of people who hate SF was overwhelming.
I meant to say that the magnitude of hatred from those individuals who hate it is overwhelming.
Every time I see someone who really really hates Starfinder, the source of their hatred is from a lack of reading the rules or a blatant misunderstanding.
I apologise for the confusion.

Shinigami02 |
3 people marked this as a favorite. |

That's the problem, a reduced penalty is trivial after a certain level, because you have several feats/class features/abilities/items that can migitate this.
Maybe in Pathfinder, but Starfinder is intentionally avoiding having "several feats/class features/abilities/items" that give simple bonuses to attack (or equivalent). Literally a stated design goal.
What would be so broken and overpowered if TWF allowed you to do these?:
- make 2 attacks with different weapons as a standard action at a -2 penalty
Kasatha (or any high-level PC that wants to for that matter) says hi, as they're standing there with their two Doshkos, or Longarms, or even Heavy Weapons, now effectively doubling their damage with a Standard Action.
- make one extra attack with a different weapon as a full attack at a cumulative -2 penalty
While not the doubling that happened up there, still a 50% increase in power over the guy who doesn't have 4 arms, and thus can only wield a single large weapon. Or who is wielding an Unwieldy weapon (which explicitly cannot be used in any action that allows multiple attacks.) Or is getting looked down upon because they don't want to be a dual wielder.
The lack of TWF nerfed a bunch of stuff:
- Solarians cannot have 2 Solarian weapons, when the Soulknife could create 2 soulblades.
For starters, I'm not sure why it matters what a third-party class could do in Pathfinder (notably a completely different system) but even ignoring that... so what? Why does a Solarion need two weapons, when they're already quite powerful with just one. Heck, if having two weapons is important to you, work it out with the GM to where you can flavor your Solar Weapon as being two separate blades. It won't be mechanically any different, and you'll even still be able to hold stuff in your off hand (work out with the GM how that works), but you'll have two weapons.
- You cannot move AND shoot with 2 pistols... even if you CLEARLY have the time to pull the trigger more than once within 6 seconds.
Just a note, you only recently got the ability to really do that in Pathfinder too, and it requires jumping through hoops.
- The Speed fusion is nowhere to be found.
For starters, look at the Pathfinder Core Rulebook, the Speed enhancement's also nowhere to be found. It didn't come out until Ultimate Equipment. And for that matter, do you expect every weapon enhancement in Pathfinder to have an equivalent Fusion in Starfinder? And for them all to be in the Core Rulebook? That would be one big book.
- Kasathas cannot utilize their 4 arms for attacking... even if it would have been possible with mid-level racial feats.
They can wield two different Heavy weapons. Or a Ranged weapon and two-handed Melee weapon at once. Or 4 different one-handed weapons. Or a Longarm, 1-handed Melee Weapon, and have a free hand so they can actually reload. Or heck, at higher levels they can have 6 separate arms, so they could wield a Heavy Weapon, two-handed Melee weapon, and Sniper Rifle all at once and be masters of all ranges. I don't see why this means they have to be able to attack with them all multiple times in one round.
Furthermore:
- Which player in his or her right mind is going to willingly handicap him or herself, due he or she considers him or herself "too powerful"? Oh right, NOBODY! The GM can nerf you, but you shouldn't.
TBTH I'm actually not sure what you're getting at here, other than to possibly argue our side for us? Players won't handicap themselves willingly... so if one option is obviously, and even excessively, the correct option almost 100% of the time, chances are they're going to pick it pretty much every time, right? That is literally exactly what they were trying to avoid.
- The Operative can make up to 4 attacks... with operative weapons... which are only melee attacks... and apparently, you cannot select a type of firearms to apply this feature either.
Let me just point this out:
When making a full attack using only melee weapons with the operative special property or small arms, you can make up to four attacks instead of two.
Bolded the relevant part for you.
- The ammunition management is there, for both melee and ranged. It's already a restriction. You have to think about how many shots or attacks you want to make so you can conserve ammunition. However, that SHOULDN'T prevent someone to TWF.
Analog Melee Weapons: Literally no ammunition, blades don't need reloading.
Powered Melee Weapons: 1 Usage lasts for 1 minute, so you're not likely to be having issues there.
Analog Ranged Weapons: Honestly, they just kinda get shafted in general, but then the cost of their bullets actually becomes pretty close to negligible after a while.
Powered Ranged Weapons: Not only do batteries hold a fair bit more than clips, they also become negligible with time, and depending on the GM and your ship you can even recharge them for free so it just becomes a matter of having enough base to never have to worry about spending another dime there. Kinda takes the resource conservation out of it.
So really, ammunition management is not actually that strong a balancing factor for TWF once you get past the early game.
- Ranged combat is now the primary way to fight, melee is more dangerous, so again, you can TWF, but you'll also be pelted by shots.
2 things with this:
1) TWF probably wouldn't be limited to melee anyways, so you could just sit in the back and pelt them with double the amount of shots you would be otherwise, quite devastatingly with one of the options to dual-wield big guns.
2) PCs wouldn't be the only ones who could dual-wield, so now the Melee is getting pelted by twice as many shots as they would be with the current rules. Which means it's gonna add up a whole lot faster. Which means either you've gotta re-balance the whole math of the system or else Melee dies as a combat style and Solarion becomes nothing more than a trap option.
I'm so sorry, but I cannot find a valid reason not to have TWF in Starfinder. "It's too powerful" No players care if it's too powerful, ok? Most players want to deal as much damage as possible so that can finish fights as quickly as possible... and when you look at how threatening aliens can be, that's... going to be your best plan of action.
GMs care if an option's too powerful. Paizo cares if an option's too powerful. And you know what? Players are going to care if an option's too powerful the second it starts getting used against them. It was fine in Pathfinder where you were actually limited in what weapons you could use in TWF, but there are enough ways to get enough arms now that there simply is not a balancing factor worth enough anymore.
There's a difference between balancing the option and NOT offering it. I'd rather have TWF with loads of restrictions and failsafes than not being able to do it at all.
They did offer TWF. In a far more reasonable form at that: It offers you versatility, rather than pure, unadulterated, and actually completely unrealistic power increase.

JiCi |

For starters, look at the Pathfinder Core Rulebook, the Speed enhancement's also nowhere to be found. It didn't come out until Ultimate Equipment. And for that matter, do you expect every weapon enhancement in Pathfinder to have an equivalent Fusion in Starfinder? And for them all to be in the Core Rulebook? That would be one big book.
Page 472...
They did offer TWF. In a far more reasonable form at that: It offers you versatility, rather than pure, unadulterated, and actually completely unrealistic power increase.
Yeah, sure, everyone can use it, but no one can optimize it...

Bloodrealm |

Being able to have multiple damage types is the key point for me. Or have weapons with different fusions in each one. Pick and choose what you attack with.
That means you're going to be spending at least twice as much money on weapons in a game where spending money on weapons and armour is a massively important part of character progression. Those Fusions that let you pick whether or not to convert half your weapon damage to another type would probably be a lot more cost-effective.
Wait, what? There's an overwhelming amount of hatred towards Starfinder?
Since when? Been here since the beginning and this is the first I've heard of it.
I'm not sure where the "overwhelming hatred of Starfinder" claim is coming from, either. As far as I can tell, the only one displeased with the system is me. Everyone else absolutely loves it.
Honestly, the removal of Two-Weapon Fighting doesn't bother me much (especially compared to my other grievances with the system) except that you can't really mechanically justify a dual-wielding character concept that isn't an Operative.
Which player in his or her right mind is going to willingly handicap him or herself, due he or she considers him or herself "too powerful"?
Players who don't take the Slumber Hex as a Witch because it would make the game boring?

Shinigami02 |
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Shinigami02 wrote:For starters, look at the Pathfinder Core Rulebook, the Speed enhancement's also nowhere to be found. It didn't come out until Ultimate Equipment. And for that matter, do you expect every weapon enhancement in Pathfinder to have an equivalent Fusion in Starfinder? And for them all to be in the Core Rulebook? That would be one big book.Page 472...
...Okay I'll admit that one was my bad. Now I'm curious why they reprinted it in Ultimate Equipment.
Shinigami02 wrote:They did offer TWF. In a far more reasonable form at that: It offers you versatility, rather than pure, unadulterated, and actually completely unrealistic power increase.Yeah, sure, everyone can use it, but no one can optimize it...
This part though... Do you need to be able to optimize it? And for that matter, how much can you "optimize" any fighting style right now? There's 2 feats for multi-weapon fighting (Multi-Weapon Fighting itself and Fusillade), a few feats for Melee, and maybe Suppressive Fire counts. There's pretty much nothing for Heavy Weapons or Longarms that aren't Automatic, or for Snipers, or Grenades, or pretty much anything. And heck, even among the melee feats, there's a feat line that will work better when using two weapons than one: Deflect and Reflect Projectiles.

Ravingdork |

I'm not sure where the "overwhelming hatred of Starfinder" claim is coming from, either. As far as I can tell, the only one displeased with the system is me. Everyone else absolutely loves it.
This was answered a few posts above yours:
I guess my word order caused confusion.
I didn't mean to say that the number of people who hate SF was overwhelming.
I meant to say that the magnitude of hatred from those individuals who hate it is overwhelming.
Every time I see someone who really really hates Starfinder, the source of their hatred is from a lack of reading the rules or a blatant misunderstanding.
I apologise for the confusion.

Suede |
2 people marked this as a favorite. |

This part though... Do you need to be able to optimize it? And for that matter, how much can you "optimize" any fighting style right now? There's 2 feats for multi-weapon fighting (Multi-Weapon Fighting itself and Fusillade), a few feats for Melee, and maybe Suppressive Fire counts. There's pretty much nothing for Heavy Weapons or Longarms that aren't Automatic, or for Snipers, or Grenades, or pretty much anything. And heck, even among the melee feats, there's a feat line that will work better when using two weapons than one: Deflect and Reflect Projectiles.Shinigami02 wrote:They did offer TWF. In a far more reasonable form at that: It offers you versatility, rather than pure, unadulterated, and actually completely unrealistic power increase.Yeah, sure, everyone can use it, but no one can optimize it...
And this is one of the things I -LOVE- about starfinder. I don't feel like I just have to take a bunch of set feats for a playstyle. If I want to be ranged I'm not resigning myself to taking deadly aim, rapid shot, precise shot, point black shot, improved precise, etc. to be functional. If I go melee I'm not in a position to feel like I'm just taking power attack at level 1 and accepting that feat is just gone.
In Starfinder there are so few, if any mandatory feats I can pretty much just take any feat I want, and do whatever I want with them to play around. I love it. My first character is taking Jet Dash and Climbing Master at 1 and 5. I'd never do that in PFS because I'd fall way too far behind expected power. But now I can run, jump, and fly up walls like a madman, because I find that fun, and it has 0 impact on my straight damage output as I'm not sacrificing what may as well have been mandatory feats from Pathfinder.

ShadowFighter88 |
Imbicatus wrote:Every hour you shoot the guy with a taser? Ignoring the fact that requires you to interrupt your own sleep and schedule with rotating guards even still to do that, do you think it doesn't hurt like hell? That's effectively torture, and sure if you're evil, go ahead. But if you're good? Yeah, you're gonna have some alignment issues shooting someone every hour with blinding electrical pain to keep knocking them unconscious.Myrryr wrote:Not really. Just use a nonlethal weapon and hit them again periodically. Nonlethal damage always knocks you unconscious with no possibility of killing.David knott 242 wrote:Yeah, which basically means the PC's can't effectively capture a spellcaster. You have to KO them and keep KO'd without killing them, and it's really hard to do that.Spooky Vampire wrote:Flipping through the book, I don't believe Anti-Magic Field is a Starfinder spell, meaning not even that is an option.Not for PCs -- but sufficiently wealthy NPCs might be able to build a prison with an anti-magic wing for spellcaster prisoners.
Maybe just a bracelet or anklet that can detect when the wearer is trying to cast a spell and deliver an electric shock strong enough to force them to lose the spell? I'd be shocked (no pun intended) if a setting with Starfinder's level of magical and technological integration couldn't devise something like that.

Bloodrealm |

And this is one of the things I -LOVE- about starfinder. I don't feel like I just have to take a bunch of set feats for a playstyle. If I want to be ranged I'm not resigning myself to taking deadly aim, rapid shot, precise shot, point black shot, improved precise, etc. to be functional. If I go melee I'm not in a position to feel like I'm just taking power attack at level 1 and accepting that feat is just gone.In Starfinder there are so few, if any mandatory feats I can pretty much just take any feat I want, and do whatever I want with them to play around. I love it. My first character is taking Jet Dash and Climbing Master at 1 and 5. I'd never do that in PFS because I'd fall way too far behind expected power. But now I can run, jump, and fly up walls like a madman, because I find that fun, and it has 0 impact on my straight damage output as I'm not sacrificing what may as well have been mandatory feats from Pathfinder.
The side effect of this, though, is that almost everything important is bundled into class features and you don't really use feats to improve your main capabilities.
Maybe that should be another thing Pathfinder veterans might miss:Feats are much less important and are primarily for variety rather than potency.

Bloodrealm |

Maybe just a bracelet or anklet that can detect when the wearer is trying to cast a spell and deliver an electric shock strong enough to force them to lose the spell? I'd be shocked (no pun intended) if a setting with Starfinder's level of magical and technological integration couldn't devise something like that.
Magic seems to be largely overlooked and, for some reason, seen as a novelty. EVERYTHING is technology. Combat is technology. Communication is technology. Travel is technology. The universe-shredding FTL drives of ultimate doom Drift Drives are technology. Even the magic is partly technology. They actually might not have a standard way to imprison spellcasters if every caster can ignore all seven types of components.

Suede |
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That's not a side effect of my comment, that's exactly what I was saying I liked. Let my class be a class and everything necessary for primary function be there. And that way I can use all these feats for extra things, fun things, flavor, or customization instead.
All those important things may have well been bundled into the classes in Pathfinder anyways, because you had to take them. That's my point, so since they were essentially mandatory, they just gave them to you in Starfinder so you're free to do other things with your choices.
And you can still use them to improve your main capabilities, just with far less intensity.