What's the point of Stamina?


General Discussion

1 to 50 of 104 << first < prev | 1 | 2 | 3 | next > last >>

2 people marked this as a favorite.

This isn't a rules questions as much as me questioning the design philosophy present in the game.

Before I get into this, a preface: From my understanding, many of the rule changes from Pathfinder to Starfinder were made either for the sake of the larger system (with it being space-based and all), or were to simplify rules (in the case of full-attacks). When I question the rules, here, I question their point in regards to that principal.

So, in essence, why is Stamina simplified, more convenient, or more logical than just regular ol' Hit Points?

I only ask because the Stamina and Hit Point system has one glaring flaw as per RAW - any and all damage dealt to a character (with no exceptions that I've noticed thus far) deal damage to Stamina first, in all given scenarios.

Damage from a vacuum? Stamina damage.

Critical hits? Stamina damage.

Disintegrate? Stamina damage.

How does this make this different from just normal Hit Points then? Mechanically, Stamina is no different than HP, and is used in the exact same way, albeit recovered differently (see below). Why not just provide a character with twice as much HP per level if fights are meant to last longer?

Now, you may say "well, Stamina is there to quickly recover after a fight" which is all well and good. But, if all damage was HP, those healing rules could read as "Spend 10 minutes and 1 Resolve to recover up to half your Hit Points". Similarly, long rests could have a ruling of something like "Recover up to half your Hit Points, plus a number of additional Hit Points equal to your character level".

For most characters, Stamina will make up very nearly half of their total damage pool, and this only really changes if you're really Con-focused - which would otherwise not really benefit you since Con is only the Key Ability Score for Barbarians (a Legacy class), holding your breath, and Fort saves. No other class uses it for class features, and it benefits no skills. It would only otherwise change notably if the character's Con was similarly low. In this regard, healing could instead be noted as "Recover up to half your Hit Points, plus an additional number of Hit Points equal to your con mod per character level".

In fact, similar terminology could be used in other places - instant death could occur at damage into negatives of half your total hit points minus con mod per level, for instance.

A human soldier with 20 con has 144 HP and 240 Stamina, for a total pool of 384.

A human soldier with 20 con who received no stamina points, but double HP from class + con mod, would have 384 HP.

The only thing I've found that specifically deals with Hit Points, in particular, is Mystic Cure. That's it. Mystic Cure says it just recovers Hit Points. Is the entire game's Hit Point mechanics really being balanced around a single spell? Even so, why can't Mystic Cure just say it has no effect on creatures with more than half their hit points, or can't heal past half their hit points, or something similar?

Otherwise, this just seems like needless extra ruling. Even for the purposes of thematics, if anything, this sorta downplays mechanics (Stamina is described as the ability to shrug off damage. So I can shrug off the vacuum of space!?)

In my games, I will be house-ruling that critical hits and some other logical things (like space) will deal at least some damage to Hit Points regardless of stamina (certainly not all, but some) to make HP in and of itself feel more meaningful, and more pressing. That said, RAW, Stamina is just basically half your total hit points separated from the rest of your hit point pool for, from my perspective, no discernible reason.

I'd love to see an explanation for this or something else that justifies Stamina over just more Hit Points, RAW. As-is, it's just more bookkeeping for the same results.


3 people marked this as a favorite.

The vacuum of space deals damage?

As far as I can speculate having two hours pools means that you can;

1, have more direct damage that bypasses stamina to emphasize it's danger or flavor.

2, Have an easily recharged hp buffer so combat has danger and general wear and tear but you don't have 12 min workdays like in Pathfinder.

3, New triggers that abilities can key off of.


Malwing wrote:
The vacuum of space deals damage?

The environmental hazard does. Page 394, under "Vacuum": "A creature introduced to a vacuum immediately begins to suffocate [...] and takes 1d6 bludgeoning damage per round (no saving throw)."

Since it's just damage, it applies to Stamina first.

Yes, you, too, can experience explosive decompression and just be a little winded after.

In regards to damage bypassing stamina for flavor, 0 rules RAW support that, so if that was their intent, they did the opposite by writing that as a thing that doesn't happen. All damage in the game, unless otherwise stated - which I haven't seen as otherwise stated anywhere - always deals damage to your Stamina first, no matter the source, as per RAW. By the book, you can't bypass it at all. (Edit: Hell, on top of that, Nonlethal damage also damages HP in the same way that it damages Stamina, so it doesn't even have that going for it.)

I understand the HP buffer, and do see that point in stamina, as I mentioned in my OP. But from that standpoint, being able to recover half HP + con mod/level with just HP and no stamina would work identically, and I think require less bookkeeping overall (since the number you recover would only change every level and not require you to track two separate numbers frequently).

Otherwise I've yet to see abilities that really interact that much with Stamina. I can't even find a spell that recovers Stamina.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I've always been under the impression that it gave the developers the chance to throw some very nasty poisons or other effects at PCs without it being too overpowered. Such as a poison that paralyzes with no save or a very high DC but only affects people if the attack it accompanies deals hit point damage.

I also agree with Malwing that it helps prevent the Pathfinder workday or one to three combats a day. This, in addition to many of the class features that are at will or once until a stamina regaining 10 minute rest, will probably allow adventurers to keep going as long as they have enough resolve points.

Edit: I would argue it's that having it be half hit points and con mod per level is actually more book keeping with its extra math needed that changes every level. Having a separate pool makes calculating how much you get back much easier. Additionally what would prevent a person from just resting twenty minutes spending two resolve points and healing completely? Finally, it helps to balance healing effects and prevents complaints that healing spells and other effects aren't strong enough or are completely unnecessary.

Scarab Sages

2 people marked this as a favorite.

As for exposure to vaccum damage applying to stamina first, 8:41 on this video is a great reason to allow it.


1 person marked this as a favorite.

The hp buffer is a big deal for gameplay though. I ran a space campaign using Pathfinder rules all last year and free force fields became a free staple because damage had a purpose and a danger but going for more than two battles wasn't certain death. If we instead had easy healing the danger and purpose is gone.


1 person marked this as a favorite.

In addition to mystic cure, health pots (i think it was serums of healing?) Only cure Hp as well.

In first contact there are two monsters that have abilities that trigger ONLY on HP damage not SP damage

Judging from this it looks like while they have only a couple things that interact with it, the reasons for it are there. Plus it allows them to add more abilites that interact with hp or sp specifically in the future


2 people marked this as a favorite.
Malwing wrote:
The hp buffer is a big deal for gameplay though. I ran a space campaign using Pathfinder rules all last year and free force fields became a free staple because damage had a purpose and a danger but going for more than two battles wasn't certain death. If we instead had easy healing the danger and purpose is gone.

For one, you still have easy healing in Starfinder. This is part of my point. You literally bounce back to heal half+ your total hit points in 10 minutes for a resource you'll likely have at least 4 uses per day for, and Mystic Cure and Medicine can then cover the other half.

For two, Pathfinder Force Fields function entirely different from Stamina. Force Fields have fast healing, ignore critical hits, and are gone for a full day after they hit 0. Also, Force Fields are still in this game, albeit working differently.

For three, the HP buffer can still exist and be called, you know, "HP" without requiring extra fluctuating-stat tracking. If HP was based on twice the current values, and you're recovering half your HP at the cost of Resolve, that'd be more or less the same as recovering Stamina at the cost of Resolve.

Imbicatus wrote:
As for exposure to vaccum damage applying to stamina first, 8:41 on this video is a great reason to allow it.

We're talking full-on exposure in which you need to hold your breath and start experiencing explosive decompression (bludgeoning damage). Starfinder doesn't seem to have rules in regards to this scene.

If a hull leakage would use the same rules, then that means, mechanically, being in an area with a cracked hull is the exact same as being in the middle of space completely naked.

Looking over it again, Poisons seem to actually do damage to HP directly and not Stamina. This, and cure spells, seem to be the only things which interact with HP directly - which is a bit strange, as well, as this means that this makes monsters benefit from HP and Poisons much more than PCs do (since poison would deal less damage, percentage-wise, to a monster, and since a monster's large HP pool with a lack of stamina allows it to better take advantage of cure spells).


1 person marked this as a favorite.

The whole idea of stamina was to deal with the concept of:

HP = physical damage

Lots of people complained about that.

SO they created the abstract concept of stamina such that

Stamina = "fighting spirit"

So, when you start taking damage it doesn't actually injure you physically, it's more like it's just wearing you down.

It's just supposed to be a thematic change really.

Mechanically it works about the same.

Call it whatever you want, it doesn't matter.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
gigyas6 wrote:
In regards to damage bypassing stamina for flavor, 0 rules RAW support that, so if that was their intent, they did the opposite by writing that as a thing that doesn't happen. All damage in the game, unless otherwise stated - which I haven't seen as otherwise stated anywhere - always deals damage to your Stamina first, no matter the source, as per RAW. By the book, you can't bypass it at all. (Edit: Hell, on top of that, Nonlethal damage also damages HP in the same way that it damages Stamina, so it doesn't even have that going for it.)

I just read through the poison rules and it does mention an effect that only targets hp. Edit: whoops missed an earlier post talking about the same thing... But still have a quote of the rules.

Core Rulebook pg. 415 wrote:

Upon initial exposure, regardless

of whether she succeeds at her saving throw, the victim loses a
number of Hit Points equal to the poison’s DC – 10.
gigyas6 wrote:
Otherwise I've yet to see abilities that really interact that much with Stamina. I can't even find a spell that recovers Stamina.

There's not a spell for it but there is an Envoy improvisation that does. It's about the only thing outside of a 10 min rest or eight hours of sleep.


2 people marked this as a favorite.

Stamina are an encounter resource while HP are daily resource. D&D 4th ed tried having a single pool for HP and it just meant everyone went into battle with full HP. If you can break your players out of the "must be at full HP every battle" mindset, SP serve a way to replenish HP every battle or two without being at full HP all the time.


4 people marked this as a favorite.

A lot of people confuse HP for physical damage. So much so, that on the 5e forums the topic comes up fairly often despite the PHB saying this:

Quote:

Hit points represent a combination of physical and mental durability, the will to live, and luck...

...When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you unconscious.

Having stamina as a separate stat helps alleviate this confusion and makes it much more blatant that getting hit in combat isn't necessarily physical cuts and bruises, but rather your endurance and will to fight.

I'm rather happy that it's a thing.


You know, I guess my issue was I was expecting more something akin to Wounds and Vigor from Pathfinder, and during my first read-through that's sorta what it looked like. On second glance, it seemed like they had simplified that mechanic so much, however, that they defeated the purpose of having it to begin with.

That said, I think John's explanation along with seeing a few more HP/SP interactions helps cement it as a bit different (although I'll still be house ruling in regards to crits and logical wounds...). That said, I do still fail to see how, at high levels, PC's won't be going into fights at 100% anyway (in fact, now it seems easier, since you only need to heal half your hitpoints, as the other half heals to full instantly, and even then Cure spells increase in power dramatically starting at 4th spell level...). But, even though I understood a bit before, I can understand the intent more soundly now.

I do want to see more HP and SP exclusive interactions in the future, however. As-is, the options still seem fairly limited.

Dark Archive

Pathfinder Adventure Path Subscriber
Quote:
I do still fail to see how, at high levels, PC's won't be going into fights at 100% anyway

Unless I'm missing something, the system has no equivalent of wands, so everybody will be relying on actual spell slots and consumables for most HP healing. Making Stamina refresh from another resource I think supports the idea of not actually needing a dedicated healer in a group. Sure, it's good in an emergency, but it won't be anywhere near the same as Pathfinder, where without a dedicated Healer of some sort, you won't be able to progress at all.

Grand Lodge

2 people marked this as a favorite.

Well, one nice thing is that you can now heal without needing a cleric in the party...


gigyas6 wrote:
Malwing wrote:
The hp buffer is a big deal for gameplay though. I ran a space campaign using Pathfinder rules all last year and free force fields became a free staple because damage had a purpose and a danger but going for more than two battles wasn't certain death. If we instead had easy healing the danger and purpose is gone.

For one, you still have easy healing in Starfinder. This is part of my point. You literally bounce back to heal half+ your total hit points in 10 minutes for a resource you'll likely have at least 4 uses per day for, and Mystic Cure and Medicine can then cover the other half.

For two, Pathfinder Force Fields function entirely different from Stamina. Force Fields have fast healing, ignore critical hits, and are gone for a full day after they hit 0. Also, Force Fields are still in this game, albeit working differently.

For three, the HP buffer can still exist and be called, you know, "HP" without requiring extra fluctuating-stat tracking. If HP was based on twice the current values, and you're recovering half your HP at the cost of Resolve, that'd be more or less the same as recovering Stamina at the cost of Resolve.

You heal stamina in 10 mins, not health. Force fields effectively gave a similar situation where between fights you had a health resource but didn't eliminate wounds as a daily resource. This did several things, making longer fighting days more frequent being the obvious one, but also it made difficult less trivial fights more frequent while still representing wear.


FLite wrote:
Well, one nice thing is that you can now heal without needing a cleric in the party...

Its largely this. Having a rechargeable stamina pool kicks the 15 minute workday (as does fewer classes that are totally reliant on spells).

It basically means more time adventuring, less time withdrawing from the (space) dungeon, coming back and alpha-striking.


in addition, they could create abilities that cost Stamina. (although to my knowledge they haven't yet)


Nathan Monson wrote:
in addition, they could create abilities that cost Stamina. (although to my knowledge they haven't yet)

Eh. I'd hope not. That was done in one of the d20 star wars, and was terrible. Jedi that kill themselves to act as jedi was a wacky and painful mechanic.

Dark Archive

Yeah... about that whole stamina thing... Deep breath...

Frankly, I'm very tired of Paizo not letting us ALL be involved in the playtesting process anymore. The open playtest is what built Pathfinder into a success, but since they started tightening their grip and trying to impress us with their creative team's glorious visions, it seems like they do nothing but ruin what I loved most about the game. I see more and more ego trips and snide behavior from the designers and less and less of them actually listening to feedback. It's not okay. Unchained was full of cringe, Occult Mysteries was a trainwreck, but Starfinder is an outright affront.

I despise Starfinder's rules. I love Starfinder's art, theme, story, mood, love it, but the rules are like going back in time to Star Wars RCR and just Unchaining it. The Vitality as HP/Mana system didn't work, and Force Points were never properly balanced; We moved on for a reason, why did they go back? It's bad enough they ruined Pathfinder psionics with this occult magic BS, but now space opera's getting shafted too? I want to love this, but I can't. I'll use the starship rules, the power armor, and some of the tech, but the new class format, themes, condensed skills, revised action economy, BAB rework, and all the rest of their in-house Unchained design philosophy can kiss off. I play Pathfinder BECAUSE it's 3.5 improved, stop trying to change it! If we wanted a streamlined system we'd play 5e. I wanted Pathfinder in space, not SWRCR5e Unchained. That said, I will be converting everything back to the way it should be and I guess I just don't get to be part of the global campaign.

0 out of 10 stars on the system.
8 out of 10 for the art (they skimped on the detail of the undead fleet),
and -9001 out of 10 for not letting us ALL help design it.

Open it up, Paizo. Let us playtest again. Let us decide again. That's what built this community, that's what will sustain it into the future. A bright, shiny future with hit dice, spell points,
level 9 spells, and iterative attacks, not... this.

Shadow Lodge

2 people marked this as a favorite.
Cerushad wrote:

Yeah... about that whole stamina thing... Deep breath...

Frankly, I'm very tired of Paizo not letting us ALL be involved in the playtesting process anymore. The open playtest is what built Pathfinder into a success...

Because it was a marketing gimmick. Nothing more.


I think the stamina system (haven't got to take a close look yet mind you) Is a way to make having constant healing less essential while still being able to take lethal damage. I think in theory it works. Ill get back to you on monday or so once I start reading.

Dark Archive

1 person marked this as a favorite.
TOZ wrote:
Cerushad wrote:

Yeah... about that whole stamina thing... Deep breath...

Frankly, I'm very tired of Paizo not letting us ALL be involved in the playtesting process anymore. The open playtest is what built Pathfinder into a success...

Because it was a marketing gimmick. Nothing more.

Then it's a gimmick I feel they should revisit. Constantly.


3 people marked this as a favorite.
gigyas6 wrote:
We're talking full-on exposure in which you need to hold your breath and start experiencing explosive decompression (bludgeoning damage). Starfinder doesn't seem to have rules in regards to this scene.

Explosive decompression in space is a complete myth. Though trying to hold your breath is a good way to pop your lungs, so there is that. Exposure to hard vacuum would cause massive swelling and bruising along with a severe case of the Bends. The most dangerous part is that you have to immediately expell all of the air from your lungs to avoid damaging them. After that you're going to have to worry about asphyxiation which will come fast thanks to no air. Self-recovery is also almost impossible as you'll be rendered unconscious in a matter of seconds.

Space is dangerous, but not nearly as dangerous as some people believe.

If you want real dangerous try the crushing depths of the oceans.


Hark wrote:
gigyas6 wrote:
We're talking full-on exposure in which you need to hold your breath and start experiencing explosive decompression (bludgeoning damage). Starfinder doesn't seem to have rules in regards to this scene.

Explosive decompression in space is a complete myth. Though trying to hold your breath is a good way to pop your lungs, so there is that. Exposure to hard vacuum would cause massive swelling and bruising along with a severe case of the Bends. The most dangerous part is that you have to immediately expell all of the air from your lungs to avoid damaging them. After that you're going to have to worry about asphyxiation which will come fast thanks to no air. Self-recovery is also almost impossible as you'll be rendered unconscious in a matter of seconds.

Space is dangerous, but not nearly as dangerous as some people believe.

If you want real dangerous try the crushing depths of the oceans.

Yeah. Fortitude saves versus unconsciousness, then a track towards suffocation probably would have been a better model.


gigyas6 wrote:
Now, you may say "well, Stamina is there to quickly recover after a fight" which is all well and good. But, if all damage was HP, those healing rules could read as "Spend 10 minutes and 1 Resolve to recover up to half your Hit Points".

If that was how it worked, could you recover all your hit points by resting 20 minutes? That feels unrealistic; you can be brutally maimed and close to death, and yet 20 minutes of sitting down is all it takes to restore you to normal. No need for medicine or healing magic, no need to take care of yourself - as long as you're alive, you're within 20 minutes of full recovery.

You could try to make the rule more complicated - spend 10 minutes resting to recover up to half your hit points but any hit points not recovered during that time recover at a slower rate - but that would basically be reinventing Stamina points and calling it something else.


How much by the rules does resolve heal?


12 people marked this as a favorite.
Cerushad wrote:

Yeah... about that whole stamina thing... Deep breath...

Frankly, I'm very tired of Paizo not letting us ALL be involved in the playtesting process anymore. The open playtest is what built Pathfinder into a success, but since they started tightening their grip and trying to impress us with their creative team's glorious visions, it seems like they do nothing but ruin what I loved most about the game. I see more and more ego trips and snide behavior from the designers and less and less of them actually listening to feedback. It's not okay. Unchained was full of cringe, Occult Mysteries was a trainwreck, but Starfinder is an outright affront.

I despise Starfinder's rules. I love Starfinder's art, theme, story, mood, love it, but the rules are like going back in time to Star Wars RCR and just Unchaining it. The Vitality as HP/Mana system didn't work, and Force Points were never properly balanced; We moved on for a reason, why did they go back? It's bad enough they ruined Pathfinder psionics with this occult magic BS, but now space opera's getting shafted too? I want to love this, but I can't. I'll use the starship rules, the power armor, and some of the tech, but the new class format, themes, condensed skills, revised action economy, BAB rework, and all the rest of their in-house Unchained design philosophy can kiss off. I play Pathfinder BECAUSE it's 3.5 improved, stop trying to change it! If we wanted a streamlined system we'd play 5e. I wanted Pathfinder in space, not SWRCR5e Unchained. That said, I will be converting everything back to the way it should be and I guess I just don't get to be part of the global campaign.

0 out of 10 stars on the system.
8 out of 10 for the art (they skimped on the detail of the undead fleet),
and -9001 out of 10 for not letting us ALL help design it.

Open it up, Paizo. Let us playtest again. Let us decide again. That's what built this community, that's what will sustain it into the future. A bright, shiny future with hit dice, spell points,
level 9 spells,...

I can respect your dislike, but one part of your statement bothers me a little bit:

"I play Pathfinder BECAUSE it's 3.5 improved, stop trying to change it! If we wanted a streamlined system we'd play 5e. I wanted Pathfinder in space, not SWRCR5e Unchained."

Nothing is stopping you from playing Pathfinder in space. There's even rules to convert Starfinder into Pathfinder stats. I could see your complaint being valid if the book was called "Ultimate Space" or some other variant on the Pathfinder RPG line. But it's Starfinder. It's different. And there's plenty of people who have no problem with that. Please stop using "we" like your view represents the entirety of the Pathfinder fan base. There's room for more than one system.

Silver Crusade

19 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

*crosses off the "9-level prepared caster fan" and "This game would be so much better if they let me playtest" boxes on his New Game Launch Bingo card*


Vidmaster7 wrote:
How much by the rules does resolve heal?

Spending a resolve point and resting for 10 minutes replenishes (or 'heals') all of your stamina.


2 people marked this as a favorite.
Gorbacz wrote:
*crosses off the "9-level prepared caster fan" and "This game would be so much better if they let me playtest" boxes on his New Game Launch Bingo card*

Iterative attacks are gone! *does a happy dragon dance*


DeltaCain wrote:
Vidmaster7 wrote:
How much by the rules does resolve heal?
Spending a resolve point and resting for 10 minutes replenishes (or 'heals') all of your stamina.

Hmm seems like a lot but I guess that handles the wonder if you could spend more resolve to heal more. no need too. Stamina really is just you catching your breath then.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Re: Stamina

It's just like Pathfinder, you're running around with virtual wands of cure light wounds, except now they're baked into the system and you don't have to feel silly about the fact that happysticks are absolutely required to enjoy a longer trek into dungeons or wilderness AND the game doesn't tell you that in the rulebook.


So I guess healing potions and mystic healing (I think that is a thing right?) are meant for in-combat primarily then? healing out of combat seems kind of a waste at that point.


No, because if you take enough damage you'll lose HP too, and that can't be healed by a quick rest.


So does hit point damage heal like pf hit points? X per day?


Vidmaster7 wrote:
So does hit point damage heal like pf hit points? X per day?

Yeah. Healing serums quickly become dirt cheap, too. Healing wands are essentially replaced by sacks full of pharmaceuticals.


Hmm might have been more interesting if hit point recovery had been slowed down more but stamina was the easy catch up. Way I'm seeing it stamina is basically like a force field. (conceptually its dodging and weaving and wearing yourself out I suppose) It really seems liek you could go for days without resting under the current route then just don't take more damage then your stamina.


Regaining stamina cost Resolve Points that are in limited supply per day - 1/2 level + the class primary ability score bonus (which I think is bad idea forcing players to max out their primary ability score), and you have to save some RP to power many abilities AND you lose RP when you are in dying condition...


Hmm so does stamina heal at all without resolve then like hit points or faster?


3 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Cerushad wrote:

Open it up, Paizo. Let us playtest again. Let us decide again. That's what built this community, that's what will sustain it into the future. A bright, shiny future with hit dice, spell points,

level 9 spells, and iterative attacks, not... this.

Playtest turn into toxic mudslinging far too easily and I'm not sad to see them gone.

And please no spell points, that would be an entirely different game, and good riddance to iterative attacks!


You guys should make a new thread for the play test topic its very off-topic for this one.


6 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Complaining about stamina points being "unrealistic" really makes sense, considering how realistic hit points are in the first place.


Zaister wrote:
Complaining about stamina points being "unrealistic" really makes sense, considering how realistic hit points are in the first place.

Little Snarky but at least on topic. there ya go.


Zaister wrote:
Complaining about stamina points being "unrealistic" really makes sense, considering how realistic hit points are in the first place.

I don't think the complaint is just that stamina is simply "unrealistic". People seem more perturbed that one of its design goals seems to be a sort of "action hero realism" where attacks can be shrugged off but you still break your legs if you fall off a roof, but it doesn't do that since the fall still hits your "luck points", not your "meat points".

Also people can still absorb tons of shots directly to their meat points before it drops them. That's not a problem by itself, but it kinda sucks that the setting still doesn't explain why that happens.


Hmm so your saying fall damage should ignore stamina points. It does make since.

Silver Crusade

Pathfinder Adventure Path Subscriber
Aratrok wrote:
design goals seems to be a sort of "action hero realism" where attacks can be shrugged off but you still break your legs if you fall off a roof,

Can you point to the place where it is stated that this is the goal?


He did say "seems to be" so its implying that is his impression of what they were going for.

1 to 50 of 104 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Starfinder / Starfinder General Discussion / What's the point of Stamina? All Messageboards

Want to post a reply? Sign in.