What do you think the Technomancer and Mechanic will be like?


General Discussion

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*fingers crossed that the bud drone feat makes it into the core book along with the Barathu!* :) Mini-me gasbag drones are strangely appealing.

Envoy's Alliance

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Pathfinder Rulebook Subscriber

Three days remain. I can't wait to see the mechanic!

Paizo Employee Community & Social Media Specialist

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HECK YEAH IT'S FRIGGIN MONDAY!!! Keep an eye out in the AM Pacific Time on Monday for the blog!


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Zoken44 wrote:
Three days remain. I can't wait to see the mechanic!

I too am very excited. I'm ecstatic for the mechanic's mechanics.


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Pathfinder Lost Omens, Rulebook Subscriber

In the interest of keeping our expectations grounded, here is a short list of a few ways that the playtest could turn out:

1. The team has decided to really double down on the techno in Technomancer, and they have made it a bard class archetype that is really into electronic dance music.

2. The Mechanic was reimagined to fill a more grounded character fantasy, and now must pay a tithe to the Snap-on truck to use their abilities

3. The Technological Equipment section is just a picture of Carl Sagan and the word "Imagination" repeated over and over.

4. Through internal testing it was found that the tech in Technomancer was sufficiently advanced enough to roll back around to it being a magicmancer, or a wizardwizard, or a wizard^2, so they had to go back to an earlier version where it was just a wizard with a phaser to maintain the fantasy.

5. Too much of the Mechanic's abilities were baked into robotic assistants, so, for balance, whenever you build a mechanic you make an NPC that hangs out in town and sends out a robot PC of a different class to do the adventuring.

6. Hacking had to be removed from the playtest because people continually passed out from strapping their hacker goggles on too tightly. They're working on a way to get around this issue.

7. The UPB vs UBP mixup was so common that the team decided to officially rename them "UPB/UBPs" so everyone is right.

8. To keep Aballon from being too cool given the new tech rules, it was moved 37 million miles closer to the sun.


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Two things I'm hoping for:

1. The mechanic should feel extremely competent in their chosen area of expertise (instead of being constantly one-upped in the skill department by everyone else).

2. The technomancer, by being able to monkey with gameplay assumptions nobody else is allowed to touch, should feel just a little bit like cheating.


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I'm really hoping that both classes keep up SF2E's fun and novel ways of interacting with tech.

One of my favorite ancestry feats in the game is the Prismeni feat that turns Electric Arc into a UTILITY cantrip. With clear rules but very little jargon, it explains how you can do cool non-combat stuff with machines- recharge weapons, drain batteries, or jury-rigging power sources for the laptop your party stole off the evil hacker.

That's exactly the kind of stuff I want. Reliable, at-will abilities that change how I interact with the world and let me come up with clever solutions for challenges

Grand Lodge

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Anyone else anxious for tomorrow? Because I am!


The hype is real, and my players are hype too. I've got two who are REALLY looking forward to Mechanic.


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I just realized today that I won't be home when the playtest drops and now I'm sad because yeah it's great spending time with family and stuff BUT STARFINDER


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Planning my lunchbreak tomorrow specifically around PDF drop time. The creativity of SF2's class design has really impressed me so far, jank be damned.


My Wishlist:

Although unlikely considering the timing of playtests, I hope the mechanic interacts heavily with starship system

Either class could have a way to turn giving an item of yours glitching as a cost or downside of a potent ability

A feat where you can turn glitching items into handheld explosives as an action, or you take 10 to overclock any tech item-> into feat where you can start to do that on any light bulk tech as an action

Either class has daily amount of tech items they can make on the fly or craft

Technomancer has a vidgamer subclass for weapon proficiencies. Maybe subclasses are “favorite tech”- vidgame cartridge (weapons) vs data pad (computers) vs storage device (recall knowledge) vs spell chip (spellcasting improvements)

The mechanic has an ability where they can spontaneously create or summon vehicles. If not to RIDE, but to drop on enemies from the sky.

I really enjoy the idea of the Mechanic interacting with terrain and hazards through their turrets and mines. I want to flush enemies out of cover with time release grenades!

I also hope they interact with the system's verticality. A mechanic being able to make floating platforms, jump pads, or temporary jetpacks would be very fun


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Justnobodyfqwl wrote:
Although unlikely considering the timing of playtests, I hope the mechanic interacts heavily with starship system.

I'm honestly more hoping the opposite. There are two major issues that occur when an option as foundational as a class becomes super intertwined with an optional subsystem like that. You have the issue of the class' options needing to budge over and make room for that interaction, narrowing the options for anyone who doesn't interact with that system, and if they do interact with it, suddenly all those options become nearly must-picks so that you can optimize your effectiveness at doing the thing ... with the upshot being you haven't got as much to do when that subsystem isn't in play.

My personal hope is that starship stuff is either treated like Free Archetype, so you can pick up special actions from an archetype themed around the ship position you choose, or is a pool of general actions divided up into the various ship positions that you just get, with the occasional skill feat or regular ol' archetype there to augment them if you wish.


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Spent a good chunk of today wonder what the heck was taking so long.

It's Sunday, not Monday.


Time is an illusion, my good keftiu. Unfortunately, it is an illusion that has the Paizo staff fooled so we must still wait for hours yet.

Envoy's Alliance

Pathfinder Rulebook Subscriber

sooon...


Mangaholic13 wrote:
Anyone else anxious for tomorrow? Because I am!

Excited? Yes. Interested? Definitely. Anxious? Not really. :)


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Anyone else spending their morning/noon refreshing the blog page?

Paizo Employee Community & Social Media Specialist

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TODAY IS THE DAY!!!!! LOOK OUT FOR THE BLOG THIS MORNING!!


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Ah, the curse of time zones.


Maya Coleman wrote:
TODAY IS THE DAY!!!!! LOOK OUT FOR THE BLOG THIS MORNING!!

You'd better not be secretly rolling a bluff check! :)


SITZKRIEG! wrote:
Maya Coleman wrote:
TODAY IS THE DAY!!!!! LOOK OUT FOR THE BLOG THIS MORNING!!
You'd better not be secretly rolling a bluff check! :)

Don't worry; Bluff isn't a thing in SF2E.

Though, Deception is...

Paizo Employee Community & Social Media Specialist

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I WAS BEING VERY SERIOUS, AND I HOPE YOU ALL HAVE ALREADY STARTED LOOKING AT IT!

Envoy's Alliance

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Pathfinder Rulebook Subscriber

WE ARE

However there are a few things that need clarification.

Wayfinders

Master Han Del of the Web wrote:
Anyone else spending their morning/noon refreshing the blog page?

Guilty

Wayfinders

Perpdepog wrote:
SITZKRIEG! wrote:
Maya Coleman wrote:
TODAY IS THE DAY!!!!! LOOK OUT FOR THE BLOG THIS MORNING!!
You'd better not be secretly rolling a bluff check! :)

Don't worry; Bluff isn't a thing in SF2E.

Though, Deception is...

Does that mean you can use bluff in 2e, but must succeed a Deception check to do so.

" I swear you can trust me, bluff is on page 78 of the Player Core, not let's get on with the game."
Deception: 1d20 + 14 ⇒ (7) + 14 = 21


Driftbourne wrote:
Perpdepog wrote:
SITZKRIEG! wrote:
Maya Coleman wrote:
TODAY IS THE DAY!!!!! LOOK OUT FOR THE BLOG THIS MORNING!!
You'd better not be secretly rolling a bluff check! :)

Don't worry; Bluff isn't a thing in SF2E.

Though, Deception is...

Does that mean you can use bluff in 2e, but must succeed a Deception check to do so.

" I swear you can trust me, bluff is on page 78 of the Player Core, not let's get on with the game."
[dice=Deception] 1d20+14

You can't Bluff, but you can Lie.

Paizo Employee Community & Social Media Specialist

Zoken44 wrote:

WE ARE

However there are a few things that need clarification.

Remember to put things in the survey too! These surveys are a direct line to the devs. They read all the entries.

Paizo Employee Community & Social Media Specialist

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We are making some updates to the survey! We forgot the freeform answer portion, so we've added it, but it only got added to the Technomancer half. Working on getting it added to the Mechanic half too!

Cognates

I'm not a big balance guy so i don't have anything on that front but I am in love with the mechanic! Cannot wait to build a turret.

Paizo Employee Community & Social Media Specialist

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Another survey update! The freeform answer has been added to both halves! If you've already completed your survey, you can either edit your responses by creating an account with Survey Monkey, or, if you don't want to do that, you can take the survey again by accessing the same link in a new browser or in incognito mode in the browser you used before. We're hoping this helps gather as much feedback as possible, and we're sorry for not including that free form section at launch! It's something we usually do, so we admit it just got forgotten this time around. Thank you for your patience!


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I am not a playtester but I want to point out a problem with Low Gravity and High Gravity. They are phrased as gravity types that don't exist in the Universe at all. Do moons and large super-earth planets no longer exist? Does artificial gravity no longer exist? This doesn't make sense.


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Pathfinder Lost Omens, Rulebook Subscriber
WatersLethe wrote:

4. Through internal testing it was found that the tech in Technomancer was sufficiently advanced enough to roll back around to it being a magicmancer, or a wizardwizard, or a wizard^2, so they had to go back to an earlier version where it was just a wizard with a phaser to maintain the fantasy.

I'd just like to point out that... they kind of did this.

All the "tech" in technomancer was loaded into their spells, except for the one overclock they get to interact with a tech item, like a gun.

It's an Experimental Spellshaping Wizard with a gun.


The prophecy

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