Slod Vondo |
I'm starting as a generally new GM to the Starfinder realm and am having some difficulty understanding how best to game the inhaled poison thing. In the second AP for Dead Suns the party will come across some of this in the jungles of Castrovel and as the entire party has some sort of armor with environmental protections...it seems a bit moot to have this as a potential obstacle in the game.
Wondering how other GM's may have tackled this and looking for some genuine advice. Thanks
Slod Vondo |
That adventure in particular takes several days of trekking with high heat, poisons, etc. The idea is that your players only have so many days of environmental protections, and that they need to use them sparingly. This may or may not actually matter in the end depending on what they purchase.
That is a good point. I think and what I'm seeing in other posts is that players will generally activate environmental protections on their respective suits when in areas where they would seem to need it. And while even a level 1 suit has 24 hours of protection before needing charge, it only has to be used in 1 hour increments. So players would have them up when they are moving about. Allowing potentially 3 days of use before really having any potential (in game) for peril.
I guess it just seems rather anti-climatic to have some pretty cool things going on in the jungle with spores and the like, but not really impacting the party as it seems rather easy to remain protected.
I guess I'm seeking a creative way (that I can't seem to latch on to at the moment) to work around some of this without directly saying the spores are magic and environmental protections don't work - seems like a cop-out and cheezy.
Garretmander |
The 'creative' way is to slam the PCs with hot weather fort saves to try and force them into using enviro protections.
Note however,that starfinder diseases and poisons like the spores are possibly the deadliest thing in the system.So be careful to avoid your PCs falling into the death spiral off a single bad fort save.
Slod Vondo |
The 'creative' way is to slam the PCs with hot weather fort saves to try and force them into using enviro protections.
Note however,that starfinder diseases and poisons like the spores are possibly the deadliest thing in the system.So be careful to avoid your PCs falling into the death spiral off a single bad fort save.
Just reading more on Fort saves in Heat Dangers. I think that might be a workable solution in some aspect. - Now to figure out how to work this in the game. I think its very doable, especially since the major encounter is on day 3 and 4 and tight budget of environmental protections and recharging of suits would be critical. Tis going to be interesting for sure. Thanks for the advice.
Game on!
Wesrolter |
The other thing to note is where the spores come from. I haven't read the path myself but if its plants then there are a couple factors to consider.
First, are the PCs aware of the danger of the spores? As in a guide, or a knowledge check
Are the spores a constant presence or intermittent? If they are intermittent then you could get a round of saves needed.
Are there warning signs that the specific spores are in the air? can you visually see them and tell them apart from other spores.
Kainite101 |
Kainite101 wrote:Our party so far has trivialized both environment and the inhaled portions of this AP so far using life bubble spell (level 1 spell) as we trek thru the jungle.A spell known and cast daily on the party isn't an insignifigant investment at that level.
You don't cast it daily unless you are level 1. And it cheap to buy as a spell gem...
BigNorseWolf |
BigNorseWolf wrote:You don't cast it daily unless you are level 1. And it cheap to buy as a spell gem...Kainite101 wrote:Our party so far has trivialized both environment and the inhaled portions of this AP so far using life bubble spell (level 1 spell) as we trek thru the jungle.A spell known and cast daily on the party isn't an insignifigant investment at that level.
At level 1 it only affects 1 person for one day. You'll have to cast x perday with x being your party number
At level 2 it affects 2 people for two days. If you have a party of 4 you then cast it twice on day 1, then renew it on 2 party members every day after that.
If you have a party of 6 you'l l have to cast it 3 times on day 1 then twice a day
At level 3 it gets a lot easier , On a party of 6 or less you cast twice on day 1 Then once per day after that.
You don' get down below once per day till you're level equal with your party.
Kainite101 |
Kainite101 wrote:BigNorseWolf wrote:You don't cast it daily unless you are level 1. And it cheap to buy as a spell gem...Kainite101 wrote:Our party so far has trivialized both environment and the inhaled portions of this AP so far using life bubble spell (level 1 spell) as we trek thru the jungle.A spell known and cast daily on the party isn't an insignifigant investment at that level.At level 1 it only affects 1 person for one day. You'll have to cast x perday with x being your party number
At level 2 it affects 2 people for two days. If you have a party of 4 you then cast it twice on day 1, then renew it on 2 party members every day after that.
If you have a party of 6 you'l l have to cast it 3 times on day 1 then twice a day
At level 3 it gets a lot easier , On a party of 6 or less you cast twice on day 1 Then once per day after that.
You don' get down below once per day till you're level equal with your party.
Well since the OP was talking about the second AP book as mentioned in Dead Suns, you are not 1st level, you start at 3rd and progress to 4th about halfway thru the trek. So not sure why you use a first level character example.
Second, there was a second sentence about buying spell gems (they cost 140 for a level 1 spell). Pretty sure most players would pony up 140 each (possibly 280 for 2 gems) to avoid all those nasty and pesky daily effects. So 3 days for 3 characters PER spell gem used at beginning, 4 days for 4 characters later on.
Third, since the adventure was designed for 4 characters (I use the defaults listed on AP when offering solutions, unless OP gives more details that they are using otherwise). So technically there could be 6 players, but that is still not important. So my math with 1 lvl 1 spell slot per day checks out at the halfway point for the standard party of 4. Well actually two first level slots, over the course of 3 days total (using a rotation). And that's without using spell gems at all.
Or you could simply say the solution doesn't work for you or your group, rather then try to artificially lower the party level and at the same time increase the party size outside what the listed standards were for the AP. If your going to high prioritize 1st level spell slots that last for DAYS on MULTIPLE people, then I guess I can say it saves you several spell slots per day curing or healing multiple people that fail checks or fall to poison/disease over the course of a few days. 1 spell slot vs possible many...
But I will say that your mileage may vary. for my level 3 toon and our group, 140 credits each was a bargain to avoid all that environment and poison/disease crap. So for using your example of 6 toons, which SHOULD be level 3 at start, you need 2 gems every 3 days. So 1 gem per character will last 9 days for everyone, so probably need to buy 2 gems each, depending on how fast you travel. Still a bargain in my book to avoid A LOT of hassle and poisons. Immune to all inhaled poisons and diseases? It not just a quality of life buff (the environmental bypass parts), it is also a resistance/immunity buff. Or combine half the mentioned spell gems (so 70 credits each) and supplement with a spell slot every 3 days... lots of ways to slice that pie...
So I will say overall, that's pretty trivial investment for the length of time it lasts, the environmental protection (in this case heat, insects, ect), and the immunities to poison/disease it grants over days per casting with multiple characters... Well at least to me and my group.
BigNorseWolf |
Well since the OP was talking about the second AP book as mentioned in Dead Suns, you are not 1st level, you start at 3rd and progress to 4th about halfway thru the trek. So not sure why you use a first level character example.
You don't cast it daily unless you are level 1...
I was showing that the spell was MUCH more than daily at level 1.
Second, there was a second sentence about buying spell gems (they cost 140 for a level 1 spell).
Per day. Which means you need to figure out how many castings you'll need, hence the math. Cast the spell or buy the gem, you're still investing in resources.
Pretty sure most players would pony up 140 each (possibly 280 for 2 gems) to avoid all those nasty and pesky daily effects. So 3 days for 3 characters PER spell gem used at beginning, 4 days for 4 characters later on.
By dead suns economics that's starting to get a mite expensive. Not an unreasonable level of expensive but not roflcoptering the encounters for nothing expensive either. Worth it? Yes. Overpowered? I don't think so. Mystics and casters are supposed to be problem solvers, preventative and removal magics are their thing. The party is thinking ahead and working within the parameters of their low level abilities. That should get some reward, and skipping the heat, one encounter, and making another encounter a LOT easier is rewarding the players for that.
So my math with 1 lvl 1 spell slot per day checks out at the halfway point for the standard party of 4.
You don't cast it daily unless you are level 1
This was two levels off, and then only sometimes right. That is not a good answer. Which is why I went through and showed what the math was like at level 1 and 2.
The Adventure is written for level 3 characters, which means you could have level 2s in there. Taking only the latter half of the adventure played a certain way and picking the most favorable party size without any kind of companion critters AND still having to not count spell gems is not a very good way to compare the amount of investment involved.
Well actually two first level slots, over the course of 3 days total (using a rotation). And that's without...