| WatersLethe |
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My hot take is that it's a good idea to try to make PF2 classes fit in well with SF2 if you don't have to go far out of your way for it. Partly because there are so, so many Science Fantasy stories I want to tell with PF2 style characters, and partly because it's good value for money and a huge benefit for cross compatibility.
A Necromancer in Space is such a juicy concept (and Eox proves that) and I just want to point out that thralls look *rough* in Starfinder. Low range for summoning, no mobility, no ranged attacks, and susceptibility to the more common AoE damage all add up to a bad time.
Wondering how much of that is overly punishing even in PF2's more "melee meta" against certain types of encounters.
I'd love to see options for "archer" thralls with ranged attacks, and thralls that stick-to/chase a target to get some more flexible and dynamic play.
| Justnobodyfqwl |
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I'm torn, because I love Starfinder 2e more than Pathfinder 2e. Im a greedy little goblin, and I think a LOT more PF2E can be balanced in SF2E than the other way around.
I don't think we should force it. I would much rather the games stand on their own well than be 100% fully balanced with each other. (Obviously I think RULES comparability is more important than balance compatability)
It's important for Summon Thrall to not have infinite range, so there's more important choices being made about where to put yourself in a fight. It's important that they can't move to keep complexity and turn time down, etc.
However, I'm not entirely cynical about their roles in SF2E! I was actually really excited to play one, because it offers something that is a little hard to get in SF2E- consistent, reliable cover! You have a free action to make a wall of lesser cover that can be turned into regular cover, and you can place them around the ENTIRE battlefield for your team. I think that's super fun and cool, especially with how many SF2E abilities interact with cover. (Plus, it doesn't hurt to have light armor + simple guns)
| QuidEst |
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My friend and I laughed about how screwed Necromancer is if they're dropped into Starfinder, what with cheap flight, better ranged options, longer default combat range, weapon-based AoEs, the move from splash damage bombs to wider area grenades, and even the fact that the value of "third action spell attack" is undercut by the simple guns. It would be a lot of fun to fight one as a Soldier, though.
I'd love to see what a Starfinder Necrotechnician or whatever it'd be called would look like, though.
| YuriP |
Curiously for skeleton thralls SF2 grenades are less dangerous than PF2 bombs with splash damage once that granades at last allows a reflex save while splash is automatic and destroy every thrall in the area.
The problem of use this necromancer in SF2 is as pointed the AoE damage there is pretty common (a problem that currently extends to anyone with companions and summons) but I can see an enemy alchemist being way more complicated to deal for necromancers.
| YuriP |
YuriP wrote:Curiously for skeleton thralls SF2 grenades are less dangerous than PF2 bombs with splash damage once that granades at last allows a reflex save" A thrall has 1 Hit Point, is automatically hit by attacks, and automatically fails all saving throws. "
Your thralls are well constructed and nimble. Whenever one or more of your thralls would take damage from an effect requiring a Reflex save, you can attempt a DC 15 flat check. If you succeed, you choose one thrall to take no damage, and on a critical success none of the thralls take the damage.
So bone thralls have a 1/4 chance to survive damage from reflex saves. But this doesn't happen for splash damage.
| Errenor |
YuriP wrote:Curiously for skeleton thralls SF2 grenades are less dangerous than PF2 bombs with splash damage once that granades at last allows a reflex save" A thrall has 1 Hit Point, is automatically hit by attacks, and automatically fails all saving throws. "
Yeah, but he means "Whenever one or more of your thralls would take damage from an effect requiring a Reflex save, you can attempt a DC 15 flat check. If you succeed, you choose one thrall to take no damage, and on a critical success none of the thralls take the damage." I'd say that one remaining thrall is little comfort.
Ah, wait. DC 15. No, no thralls is even less comfort.I'm still mystified why they consider DC15 flat check abilities useful. Like DC15 to not lose a spell...
| QuidEst |
Xenocrat wrote:YuriP wrote:Curiously for skeleton thralls SF2 grenades are less dangerous than PF2 bombs with splash damage once that granades at last allows a reflex save" A thrall has 1 Hit Point, is automatically hit by attacks, and automatically fails all saving throws. "Yeah, but he means "Whenever one or more of your thralls would take damage from an effect requiring a Reflex save, you can attempt a DC 15 flat check. If you succeed, you choose one thrall to take no damage, and on a critical success none of the thralls take the damage." I'd say that one remaining thrall is little comfort.
Ah, wait. DC 15. No, no thralls is even less comfort.
I'm still mystified why they consider DC15 flat check abilities useful. Like DC15 to not lose a spell...
Honestly, it'd feel better as a proper 33% chance instead of 30%. Might houserule it it a 5 or 6 on the d6. It's not much of a nudge to the odds, but it feels a lot better. It's also easy to mistake DC15 as one-in-four, when that would actually be DC16.