| kaid |
I do not find those items in the player core, did I miss something ?
I am not sure they are listed separately but the camping kit comes with 1 week of rations. There is also he explorers canteen that just generates food. You insert 2 UPB and it converts that into 1 day of nourishment. No real limit to it just insert UPB and you get food paste.
Driftbourne
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I think in all the SF1e scenarios I've played in, only one had a need for food, but to survive on rations only, you would have needed more than a month's worth.. Although having food on hand has come in handy to try to befriend wildlife.
I remember using rations and R2E meals in the playtest. They are rarely used in Starfinder organized play since you can assume travel time on a starship, the ship has food for the trip. Unlike Pathfinder, there is rarely an overland trip lasting more than a few hours to get somewhere in Starfinder.
60 credits to get both the camping kit and Explorer's canteen is a lot for a 1st-level character.
We also don't have environmental clothing yet, so running a low-level survival adventure is either a really good or bad idea, depending on the level of challenge you are looking to give the players.
| kaid |
I think in all the SF1e scenarios I've played in, only one had a need for food, but to survive on rations only, you would have needed more than a month's worth.. Although having food on hand has come in handy to try to befriend wildlife.
I remember using rations and R2E meals in the playtest. They are rarely used in Starfinder organized play since you can assume travel time on a starship, the ship has food for the trip. Unlike Pathfinder, there is rarely an overland trip lasting more than a few hours to get somewhere in Starfinder.
60 credits to get both the camping kit and Explorer's canteen is a lot for a 1st-level character.
We also don't have environmental clothing yet, so running a low-level survival adventure is either a really good or bad idea, depending on the level of challenge you are looking to give the players.
All armor that does not have the exposed trait is basically environmental clothing. You can use a mod slot for better protection against specific things like if you are on a toxic atmosphere or hot/cold.
I would agree 60 gold is a lot for a starting character but the canteen alone is pretty solid survivale tool. It filters water so if any water is available you can purify it and UPB are WAY easier to pack than rations and 2 UPB for a full day of meals is pretty reasonable. I expect the tech guide will have more space to fill in a lot of the blanks for basic kit stuff that didn't make player core.
Driftbourne
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Driftbourne wrote:All armor that does not have the exposed trait is basically environmental clothing. You can use a mod slot for better protection against specific things like if you are on a toxic atmosphere or hot/cold.
We also don't have environmental clothing yet, so running a low-level survival adventure is either a really good or bad idea, depending on the level of challenge you are looking to give the players.
But not at low levels. There is a 1st-level SF2e scenario that has severe and extreme cold. To deal with severe cold takes a 6th-level thermal regulator, and a 10th-level thermal regulator for extreme. Even the 1st-level thermal regulator is too expensive for new characters to afford.
Cold and hot environmental damage in SF2e/PF2e is automatic 1d6 or 2d6 plus fatigued, with no saving throw, like in SF1e. In SF1e, environmental clothing gives you a bonus to your saving throws, so maybe there's no environmental clothing anymore because of that, or if they add it again, it would have to work differently.
| kaid |
My reading of the cold rules is if you have the level one thermal mod that protects you from moderate cold would reduce the effects of sever cold to what moderate would do and extreme to what sever would do.
So while not totally immune to to the more sever colds even the basic thermal mod is like wearing a winter jacket and does lessen the penalties one category.
Driftbourne
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My reading of the cold rules is if you have the level one thermal mod that protects you from moderate cold would reduce the effects of sever cold to what moderate would do and extreme to what sever would do.
So while not totally immune to to the more sever colds even the basic thermal mod is like wearing a winter jacket and does lessen the penalties one category.
That's how I see it working, too, but the cheapest armor that it can be used with costs 15 credits plus the 120 for the commercial-grade thermal capacitor. That only leaves you 15 credits for weapons and other equipment when starting.
| kaid |
kaid wrote:That's how I see it working, too, but the cheapest armor that it can be used with costs 15 credits plus the 120 for the commercial-grade thermal capacitor. That only leaves you 15 credits for weapons and other equipment when starting.My reading of the cold rules is if you have the level one thermal mod that protects you from moderate cold would reduce the effects of sever cold to what moderate would do and extreme to what sever would do.
So while not totally immune to to the more sever colds even the basic thermal mod is like wearing a winter jacket and does lessen the penalties one category.
I would argue if your first session is start in deep artic conditions basic thermal protections should be made available and basic armor + thermal mod is reasonable mitigation.