DC of the final hazard


Empires Devoured Discussion

Exo-Guardians

While mechanically interesting I had to lower the non-Computers DC's by 2 to give the party a fighting chance. The actual rolls weren't terrible but the modifiers were just not enough to hit 35 for the magic skills. I really didn't want to end the final session in a TPK. Had I run it as written, it would have gained at least 4 Instability (Boom on a DC16 flat check). I accidently toned down the hazard's damage (read it wrong and just stayed with it for the duration).

We had a party of 4, one master at Computers, 3 trained in Crafting and 2 trained in Thievery. There were a few spots where the group could not interact with a hazard because the checks were locked behind expert proficiency so they just had to break it. A proper Mechanic could have solved most of the problems in Part 4.

The group had fun and certainly have their own feedback.


Our GM made no adjustments. We only had 3 party members (plus a healer NPC). One computers, one crafting. And the BOOM roll was 19.

My soldier just went to the observation lounge to watch the worlds end. Got an up front show after 3 turns. I think we were 1 for 6 at that point.

On the other hand the battle itself wasn't that hard, nor was the one before it. I expected those big gunarm boys to hit MUCH harder and more often, or at least sponge up more ammo. But a soldier throwing out primary, area, punish, and overwatch shots hits hard and often. I got to do crit damage like a half dozen times in that fight.

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