| PepperoniDeluxe |
Hey gang, I'm BRAND NEW to starfinder, coming off Pathfinder. One of the players in the game I'm running is rolling a mechanic, and is adamant on having a small fleet of drones.
If he's willing to role play building all the drones, and buying/scavenging parts I don't see a real problem with it. I told him they won't have AI with any sort of sophistication, and will not have any of the class features associated with drones.
What I was planning to do was using stat blocks of pathfinder familiars for these lesser drones, and basing their CR on how much his character is willing to spend building them. I would also implement a limit on how many he can control based on either his Engineering or Computers stats.
Think this sounds fair? Any other ideas on how I should play this? Any recommendations on how much they should cost?
| PepperoniDeluxe |
They wouldn't be free, he's going to have to pay for the parts and spend time building them.
I haven't thought of it as an extra attack, so thanks for pointing that out. I'd probably have them share the main drone's initiative and attack roll, so mechanically he's just spending cash to buff his main drone's attack.
He's super into having a fleet of drones and if he wants to work for them I see no reason why not.
| Hijiggy |
I think the cost should be somewhat equal to what the other players are paying for both weapons, armor, and personal upgrades at the given level. If the mechanic has a fleet of drones that should be pretty much their whole schtick. The mechanic itself pretty much useless in combat without the drones and needs to hide back behind cover and control his fleet. Number of drones he can build could be limited to his INT modifier too? And you'd have to do a lot of in game balancing. Feel out if he's doing way more/less in combat than the other PCs.
This kind of sounds like a fun mechanic Archetype...if Archetypes still worked that way.
Nice of you to do this much extra thought for the player!
Peat
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I'd be careful about the other players at your table too. I know I would get frustrated in that situation: we all take turns with our single characters, and then spend 10 minutes waiting for Drone guy to plan out his army. Even if they share attack roll he/she still will probably want to move them around.
Other thing from a mechanical point of view. Drone Mechanic is specifically balanced around basically being as good as another character full attacking. I.e. The attack bonus of mechanic and drone will be around -4 compared to another combat-oriented character. If the drone gets more effective, now the Drone Mechanic is the best combatant in the group.
Again, depends on your group dynamics but that can get frustrating for the others.
Darkling36
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I'm with Peat, characters with lots of minions can be fun draining for the rest of the group. Particularly if he gets into the mentality of just burning drones to do what other people have focused their character to do. Sure the operative is stealthier but why not just risk the cheap replaceable drone or such.
If you really wanted to do so, here is my suggestion. Pick a single type of drone that he uses, I'd suggest hoover drone. Then let him divide his levels up between as many as he wants each level. He could have one good one and some auxiliary ones or a fleet of minor drones. He still only gets one AI, it's just networked between the lot of them. So only one of them gets the standard action each round, or the extra actions he can provide with master control. I also think it would be reasonable to remove at least one mod from the base drone, to even it out a bit more. Hand wave the domes moving and keeping up most of the time but any time there's a high stress situation enforce this action limit. So no searching a building in seconds just because he has that many drones, the AI is too fragile to handle that much input and action at once.
My suggestion of using the hover drone is because it's tiny, you'll have to worry way less about keeping up with them, providing a giant truck for them and the party to move in instead of a car, they don't take up half the map, and reasons like this. The action economy in SF is very carefully balanced, I'd be generally careful about upsetting it if you don't need to.
| The Mighty Khan |
There's a spydrone in the Equipment for 4,550 credits. It's a 1st level drone that can't attack and that has to be actively controlled by you or by a computer. So if he wants an extra drone, they're 4,550. That can always be reduced by scavenging parts.
If he doesn't want to have to control them individually, they'll have to act as a swarm. A computer can definitely get that done.
https://www.youtube.com/watch?v=YQIMGV5vtd4
| EC Gamer Guy |
I think how many he can control at once will be an issue, especially to keep game balance. The class feature drone gets 1 action on it's own and can get given more actions by the Mechanic. Probably get a good idea to keep that game mechanic in place but give additional drones 0 actions unless they get them from the Mechanic. That limits the Horde to 2 standards, a move and a swift. Of course, I'm sure money and time can make some of those actions, like reloading, a freebie (i.e. the drone's simple brain can reload the weapon with direction from the Mechanic.)
I'm not seeing much issue with keeping the base cost of the drones lower. In the end, if the Mechanic has 3 drones, he's presumably buying 3-4 weapons of suitable tier, plus his own armor and upgrades. He will fall behind unless you are dropping a lot of gear that's Lvl to Lvl+2 as loot.
| Zwordsman |
I sorta skipped some of this thread just to pip in.
If he wants the feel of a drone army. but you're worried about having all those aextra attacks and the like.
have him pay for the small (make 'em fairly tiny drones that work with his large drone) drones and then instead of having them add any real action economy. Instead either allow them to buff up the main drone's attack or damage.
Make this whole proccess cost a feat or a mechanic trick in order to control that many. In the end it'd work out a bit more like weapon focus feat or specialization, or a few other Mech Tricks.
Sort of make him play them as a swarm (the concept not the monster)
have support modes he can switch them on.
"provide small concealment or cover" mode "covering fire mode" (provides to hit or something) "bombardment mode" adds a little damage or something.
effectively turn the concept into more of a static existance in the scheme of things.
Peat
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Could I build 3 different types but only play with one at a time i.e. change the type as needed
RAW you can only rebuild when you level, but it wouldn't unbalance the game extremely or anything, would just allow the party to min/max for certain scenarios. If you let all your players swap out things after a long rest that they could normally only do upon leveling up it would seem fair to me.
| Metaphysician |
Could always be a Mechanic Trick. I'd suggest it be a higher level one, and that it has to wait for clearer Bulk rules for characters and robots. . . since the main thing keeping it balanced is "you can't really carry all three chases with you all the time". Otherwise, unless it takes an extended period to swap chases, its basically "have three drones, swapping out as each one gets shot up".
| Metaphysician |
I think that'd be less an archetype, and more a new AI option. Maybe add to "Drone" and "Exo-Cortex" a new type called "Drone Swarm", where you use a different chart of abilities for your swarm of miniature drones. Better at surveillance, *much* more resilient ( since you have dozens of them, any given drone getting damaged is no big deal ), but also much weaker in battle. Less of a robot companion style, though.