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Remember that NPCs do not follow PC stats. The thugs in that encounter are melee-focused enemies rated at 1/3 CR. Having +0 to hit with their secondary attack seems correct.
pauljathome is correct that it's likely a misprint having no listed bonus, but this is almost certainly correct. The difference between melee and ranged is between 2 and 4 points for almost all NPCs/monsters shown thus far. They're certainly never within one point of each other. Which caps the bonus at +1 at most, and most likely +0. +3/+0 is what the CR 1/3 Space Goblin has, though they're ranged primary.

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d'Eon wrote:Remember that NPCs do not follow PC stats. The thugs in that encounter are melee-focused enemies rated at 1/3 CR. Having +0 to hit with their secondary attack seems correct.pauljathome is correct that it's likely a misprint having no listed bonus, but this is almost certainly correct. The difference between melee and ranged is between 2 and 4 points for almost all NPCs/monsters shown thus far. They're certainly never within one point of each other. Which caps the bonus at +1 at most, and most likely +0. +3/+0 is what the CR 1/3 Space Goblin has, though they're ranged primary.
We don't have enough data yet to have a good idea on how to fix Paizo's misprints :-).
Thugs in commencement have +3 melee/+6 ranged
Big nasty in commencement has a +8 melee/+10 ranged
one set on Fugitive on Red Planet have a +11 melee/+6 ranged
Another set has +8 melee/+9 ranged.
And another set in Fugiticve has +8 melee and an unspecified ranged attack.
So, I have no clue. Maybe missing out the number is supposed to mean +0?? But assuming they're misprints seems much more likely.

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Just played Incident at Absalom Station today and I played a Blitz Soldier in it. I got hit multiple times in every encounter. And I went into the last fight with no Stamina and no Resolve. Needless to say, I died. (and it was looking like a TPK when the others managed to get the enemy below his run away HP threshold) I was the enemy's target at least 80% of the time. And they had no problems hitting me.
Maybe our GM had really good luck with his rolls. I can't say 'cuz I don't know what the to hits were, but he tends to be very fair and honest. Granted, I wasn't rolling to hit all that well. And it's possible that we haven't adjusted to the proper way to handle these fights compared to Pathfinder. But there was clearly a risk in focusing on melee.

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Just played Incident at Absalom Station today and I played a Blitz Soldier in it. I got hit multiple times in every encounter. And I went into the last fight with no Stamina and no Resolve. Needless to say, I died. (and it was looking like a TPK when the others managed to get the enemy below his run away HP threshold) I was the enemy's target at least 80% of the time. And they had no problems hitting me.
Maybe our GM had really good luck with his rolls. I can't say 'cuz I don't know what the to hits were, but he tends to be very fair and honest. Granted, I wasn't rolling to hit all that well. And it's possible that we haven't adjusted to the proper way to handle these fights compared to Pathfinder. But there was clearly a risk in focusing on melee.
Is it possible you could put in a spoiler for which encounter that is for me? I have this one and looks like I'll be the one having to run these sessions for group.
Are you talking the end of the module or part way through?
The reason I ask is because I have two AP modules now (one from Paizo and from Legendary games). Both of them have encounters I think could be problematic for players used to fantasy style combat over what Starfinder has done.

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James Krolak wrote:Just played Incident at Absalom Station today and I played a Blitz Soldier in it. I got hit multiple times in every encounter. And I went into the last fight with no Stamina and no Resolve. Needless to say, I died. (and it was looking like a TPK when the others managed to get the enemy below his run away HP threshold) I was the enemy's target at least 80% of the time. And they had no problems hitting me.
Maybe our GM had really good luck with his rolls. I can't say 'cuz I don't know what the to hits were, but he tends to be very fair and honest. Granted, I wasn't rolling to hit all that well. And it's possible that we haven't adjusted to the proper way to handle these fights compared to Pathfinder. But there was clearly a risk in focusing on melee.
Is it possible you could put in a spoiler for which encounter that is for me? I have this one and looks like I'll be the one having to run these sessions for group.
Are you talking the end of the module or part way through?
The reason I ask is because I have two AP modules now (one from Paizo and from Legendary games). Both of them have encounters I think could be problematic for players used to fantasy style combat over what Starfinder has done.
Does this help?

MakuTheDark |

Both the Solarian and the soldier I've created for level one are designed for close in combat. The soldier almost exclusively so
Solarian has AC values of 15/16 (went armour option)
Soldier has AC values of 16/17 (blitz soldier in heavy armour).
The plan is use smoke grenades to close off fire lanes when I'm attacking.
Also, put myself in a spot where the guy I'm fighting provides cover against getting shot at.That puts my AC into 17 or 18 range, which means most of the combatants I've seen so far are not hitting as reliably as you guys are making out.
Hitting the enemy seems to be pretty easy so far. Their ACs are much lower than what I'm creating for my characters. I'm assuming cover will be in play though, so they'll get a bonus from that unless I can get around it when I attack. But then that works in my favour too, since I will also be getting cover from it.
My Solarion is using a longsword for average of 6 damage on a hit. I took improved Feint and pushed my bluff to 8 so he will be screwing with dudes he fights nicely.
My soldier went Doshka for pure damage potential. He's pumping out 10 damage on average per hit. That's gong to upset whatever is standing in front of him. He also moves at 35 feet per round in hismheavy armour.
I don't see melee being disadvantaged in this system at all. I see tactics needing to change though.
I agree with this. I think PC tacts are what's really has to change, especially when it comes to melee. I also plan to have my melee character carry tons of smoke grenades, but not just for the cover. I assume that since lasers are cheaper, they would be most prominent in the setting. Setting off several smoke grenades can easily take them out of the picture since that can't shoot through them :) Essentially, stay in the smoke or keep the smoke between ya and the pew pews and ya can go wild.
Also cover seems more of a bigger deal. No longer the raging bull has reign, but the guy who leap frogs it, making feats like kip up very helpful. Dive to one cover to another till yer close enough to stab. *shrugs* tis my strategy to surviving as a melee fighter. Smoke, cover, and pick yer battles.