Does the thermal capacitor upgrade work like this or am I misunderstanding?


Rules Questions

Scarab Sages

The thermal capacitor upgrade say's that it allows you to exist in temperatures between -50 and 170 degree's farenheight without needing to make fortitude saves. Am I correct that this means you don't need to use the armour's environmental protection in that range e.g.

Normal
Temperature 100 degree's farenheight environmental system off make checks.
Armour environmental system on no check.

With capacitor
Temperature 100 degree's farenheight environmental system off no check

Sczarni

Armor’s environmental protections reasonably protect you against both cold (temperatures below –20° F) and heat (air temperatures over 140° F). This prevents you from having to attempt Fortitude saving throws to avoid damage from the environment, and it prevents you from taking any damage listed for breathing in the environment.


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Senko wrote:

The thermal capacitor upgrade say's that it allows you to exist in temperatures between -50 and 170 degree's farenheight without needing to make fortitude saves. Am I correct that this means you don't need to use the armour's environmental protection in that range e.g.

Normal
Temperature 100 degree's farenheight environmental system off make checks.
Armour environmental system on no check.

With capacitor
Temperature 100 degree's farenheight environmental system off no check

You don't need to make fort saves at those ranges with your enviro protections off.

Any other effects not related to a fort save still apply.

Scarab Sages

Wait I missed environmental protection was a range of -20 to 140 and thermal capacitor was -50 to 170.

So if you install thermal capacitor there's no point in using the armours environemental protection function because you get better protection from the capacitor.

Thanks for the help.

I might houserule this as an upgrade to the environmental protections as it lets you operate in temperatures 30 degree's colder and hotter than normal. Maybe also add 20 degree's for each upgrade i.e. MK -50 to 170, MK 2 -70 to 19, MK 3 -90 to 210. Boiling point of water is 212 and the capacitor gives fire/cold protection. Hmmm I'll think on this.


Senko wrote:

Wait I missed environmental protection was a range of -20 to 140 and thermal capacitor was -50 to 170.

So if you install thermal capacitor there's no point in using the armours environemental protection function because you get better protection from the capacitor.

Thanks for the help.

I might houserule this as an upgrade to the environmental protections as it lets you operate in temperatures 30 degree's colder and hotter than normal. Maybe also add 20 degree's for each upgrade i.e. MK -50 to 170, MK 2 -70 to 19, MK 3 -90 to 210. Boiling point of water is 212 and the capacitor gives fire/cold protection. Hmmm I'll think on this.

The environmental protections are for temperatures PAST that range: below -20, above 140.

Without armor enviro protections, even 90 degree heat requires a Fort save. (See https://glasstopgames.com/sfrpg/rules/game-mastering/environmental-rules.ht ml)

The cool thing about the thermal regulator is that it does not appear to have a charge capacity or usage, so it saves you the trouble of activating your enviro protections (which do consume a type of charge). Plus, it grants you fire AND cold resistance.

Scarab Sages

SpiderOrc wrote:
Senko wrote:

Wait I missed environmental protection was a range of -20 to 140 and thermal capacitor was -50 to 170.

So if you install thermal capacitor there's no point in using the armours environemental protection function because you get better protection from the capacitor.

Thanks for the help.

I might houserule this as an upgrade to the environmental protections as it lets you operate in temperatures 30 degree's colder and hotter than normal. Maybe also add 20 degree's for each upgrade i.e. MK -50 to 170, MK 2 -70 to 19, MK 3 -90 to 210. Boiling point of water is 212 and the capacitor gives fire/cold protection. Hmmm I'll think on this.

The environmental protections are for temperatures PAST that range: below -20, above 140.

Without armor enviro protections, even 90 degree heat requires a Fort save. (See https://glasstopgames.com/sfrpg/rules/game-mastering/environmental-rules.ht ml)

The cool thing about the thermal regulator is that it does not appear to have a charge capacity or usage, so it saves you the trouble of activating your enviro protections (which do consume a type of charge). Plus, it grants you fire AND cold resistance.

Ah I see how I got mixed up. Its

Temperatures between -20 and 140 farenheight may require checks.
Environmental protections are ALL temperatures.
Thermal Capacitor increases the range before you need to activate the environmental protections significantly but NOT to the point you can swim in boiling water without the armour's protections engaged.

I read it as the environmental protections protect UP to those limits. In part because I'm from a country that uses Celsius so I'm already trying to mentally convert things when it comes to farenheight something not helped by the book unless you actually look up the values.

Extreme heat (air temperature over 140° F, boiling water, fire, and lava) deals lethal fire damage.

Boiling point of water: 212 degrees (72 degree's hotter than that).
Fire: 1,112 degree's plus (more than ten times).
Lava: 2,200 degree's plus (more than twenty times).

Now yes they are technically correct (the best kind of correct) but still when the previous categories are "things in this range are X' and then suddenly its "Oh and anything beyond this is also covered" can throw you off when your main focus is "What is 140 degree's farenheight in Celsius".

Ok that makes it a lot more useful. So standard upgrades to try and get on armour are now acid protection (corrosive atmospheres), thermal capacitor (temperature ranges) and rebreathers (oxygen supply) then fill out any remaining upgrade slots with forcefields and the like.

Sczarni

Or just have the Mystic learn Life Bubble.

One thing a lot of scientists over here in the States are advocating for after this next election is a push to convert to the metric system, so although F makes more sense to me than C, if it means we can get rid of Inches, Cups and Ounces then I'm willing to suffer through it.

Scarab Sages

Don't talk to me about mystics not only do clerics keep their sacred cow of being the only healer but now they're getting more benefits over technomancers AND are stealing things that used to belong to the wizard class.

I hate the concept of mystics as a class to play but I can't justify not playing them as the magic class.


Senko wrote:

Don't talk to me about mystics not only do clerics keep their sacred cow of being the only healer but now they're getting more benefits over technomancers AND are stealing things that used to belong to the wizard class.

I hate the concept of mystics as a class to play but I can't justify not playing them as the magic class.

Eh, technomancers are still the king of utility and area damage.

Scarab Sages

I need to look into it further then because it feels like they're outshone by Mystics in a huge numer of areas and the "aoe damage' fails far more than just throwing a grenade.


Senko wrote:
I need to look into it further then because it feels like they're outshone by Mystics in a huge numer of areas and the "aoe damage' fails far more than just throwing a grenade.

In what areas specifically? The mystic is good at condition removal, healing and single target damage.

Beyond casting, the mystic has options that can make it a half decent melee character, the technomancer has options to make it a good melee or ranged character.

Scarab Sages

Hitpoints, skill points, starsoul is better at interplanetary teleport than a technomancer. Spells seem to have more way's to fail now (I may misunderstand this). Like I said I need to look into it further just right now on my impressions the mystic seems the better caster retaining the clerics only I may heal, getting a number of other advantages and since technomancers are more sorcerer than wizard they can't even learn all the spells and be able to rearrange for a specific threat.

Dataphiles

I might also point out the significance of the key ability scores and how they interact with the rest of the mechanics of characters and the game.

Scarab Sages

Took a look at the skills and while yes you have engineering, computer use and the like you're only going to have the minimum skillpoints to buy them with and on a "WHY ARE YOU GIVING CLERICS MORE!" note I see that spellcraft, knowledge planes and "spellcasting" are now the wisdom based mysticism as opposed to pathfinder where knowledge planes and spellcraft were INT based. . .oh and more class skills than the technomancer or say a mechanic. Whole bunch of social ones (intimidate, culture, diplomacy) you'd think would be for the envoy oh and I see technomancer doesn't get perception which I'd think was universal as a class skill yet a msytic does.

I know in the future computer use/piloting/engineering are probably useful if you want to focus on technology but not if you want to focus on the magic half and REALLY don't want to go the "I channel outside powers route" of the cleric.

I may well be biased due to my hatred of the cleric sacred cow but mystic's get more HP, more skill points, more class skills, class skills that don't appear to match their concept, class skills that should be universal but aren't, class skills becoming WIS that were originally a different stat, archetypes that do a level 6 technomancer spell BETTER than the technomancer who has no similar way to cast a 6th level mystic spell which are the best healing ones like regeneration. Akashics get an extra-dimensional memory palace while wizards lose create demi-plane due to level and they can cast any technomancer spell from 1 to 5 once a day, mystics now become immortal at 20th level which again was a wizard capstone not a cleric one wizards became immortal while clerics went to the welcoming embrace of their god and eternal reward. Not to mention the way wish got horribly nerfed now its duplicate spells or risk GM screwing even though it still counts as a 9th level spell.

Hatred of and feeling of have to play mystic if you want to be a caster grows along with new feeling someone's pet class is a cleric and they wanted them more powerful.

Dataphiles

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...

I would encourage you to play a mystic and a technomancer. I believe that your play experience may enlighten you as to how each class interacts with the Starfinder setting. I believe that your theorizing has run to the limit of what theorizing can do.


Mysticism sense motive perception and survival are the only wisdom skills, compared to computers, culture, engineering, Life science, physical science, medicine (which was wisdom and is now int based),

Computers and engineering being up there with perception as the most important skills in the game

For a mystic, condition removing spells suck a LOT of your spells known up (why remove condition isn't a tiered spell like mind thrust i have no idea..)

For my mystic i went with ysoki and a higher int than wisdom. But it is very annoying for a lot of classes that you don't have more skill points than an 16 int soldier and forget about the 16 int operatives... (so.. operatives...)

Scarab Sages

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I'll trade you medicine back for mysticism. Since you've got the healing spells it'd make more sense.

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