A friend of mine and I did a few calculation based on some todays stats.
We assumed a the measurements above (8 km diameter, 10 meter per deck)
Based on this we did some math:
still more then in the book, but much closer then the 35 Mio I estimated above.
You are poking into a generell problem in many tales or RPGs. Humans are really bad in setting sizes (and especially volumes) into relations.
Now take Absalom station, 5 miles/8km diameter diameter, so one deck has a area of 50 square kilometers (20 sq miles).
And now we are at another problem with "space sizes":
So basically it's a generell problem with three dimensional space and size. ;)
The problem is that you try to merge a mainly linear progression system (ships BP) into a non-linear/exponential system (credits progression) and this will not work without some major math. I also would like to see a system were both are connected in some way, but this would need a complete revamp of the SF economy (and with it) the level system.
theelcorspectre wrote: I do agree Ascalaphus that’s Solarians should gain proficiency with Heavy Armor, as nearly every melee Solarian build demands it. Maybe you could give players the choice between Heavy Armor and Longarm proficiency? Houserule: I tied this to the Stellar Manifestation a Solarion chose.If he chose the blade he will get heavy armor prof. (melee build) If he chose the armor he will get longarms prof. (ranged build)
First I would make clear that they are in for a "military" campaign, this campaign is not for the typical rag-tag group of adventurers. For the obstacle course, I would run some basic simulated combat encounter. simply to show the player their options, the importance of cover and the general combat lethality. Also maybe you should provide them with some basic equipment-packs they can choose from instead of giving them the freedom to equip themself (which can be daunting to new players). Also this would fir the APs general theme. Also make sure to explain the environment rules, especially the environment protection system and make sure they have a general feeling of ingame time in the first AP (especially in the first part time is a really important factor). Beside of this don't hesitate to add some small stories/encounter to show the merciless swarm and the threat it pose to the whole system.
From what you tell, it seems more that your players don't wanted to lean in on the "military theme" of the adventure.
Example: Why only one fleetfury?
Why not evacuate immediately from Reos?
For me it looks more a "player issue" then a AP issue
@Micheal Smith: Indeed I missed the last sentence of the Feat. And I think I see your point now. But the question is: Is this slightly increased, fixed healing worth the investment(One Feat, Focus on Int, Skillpoint? (Compared to a Serum of Healing)? A Serum of Healing can be used by anyone, for roughly the same amount of healing (average - luckly even more (or less^^)) with no check etc. So where is the benefit of Sprayflesh compared to a Serum of Healing? (It should have a benefit since you have to invest more). I see your point, but still I'm not convinced that this is a valid alternativ to Serum of Healing...
Let's assume a mid level character (Level 9) with INT +6 and the medical expert feat, so you are able to grant a character lvl +6 hp. Sprayflesh:
Serum of Healing MK II:
If you put your serums of healing into small Syringe, you can even apply them to your friends.
I don't really see the benefit of Sprayflesh here, it takes more time, has the chance of failing, costs more and is less flexible.
Sprayflesh is wasted money in my view. Sprayflesh
Serum of Haling
You get 1d8 / 3d8 hp instantly, no check, no rest & no RP needed So why should I use the worst option to regenerate hp? I think this a basic problem with Starfinder, the technological solution are most times more expensive and less effective then the magic ones.
Don't forget that they are already awake for quite some time.
This will also mean that their environment protection systems (eps) will be empty before they reach Fort Gallant. My group is half way through the first book (they arrived in Reos) and the march to Fort Gallant was really tense, not only because of what just happened (SpaceDock-1, Jamallak, destruction of the City etc.) but also because their eps were close to run out of battery.
It's not only the maps, also the artwork doesn't match (in quality and content), e.g. the map of the "Terminus Wild" in AotS doesn't match the description or the ships picture at all. But the reason is simple: Art is expensive. What you would need to fix it is Art Bible or Style Guide as well as QA. But to work with this you need an art director (someone who is an artist himself and not only a manager) and time.
What you need is context, background and (believable) consequences. Once you have this and your players act based on this the slapstick comedy will be gone I had this experience with my group. My first campaigns were homebrew, loose adventures without any context or (character) backgrounds.
Hi there, I'm currently playing a drone mechanic (level 9) and have the idea of a "battle-mech & field-mechanic"-team (similar to this: https://paizo.com/image/content/Starfinder/PZO7105-MonsterCreation1.jpg). The first idea was to got with a combat drone and push it towards ranged combat. Unfortunately after doing a little bit of math the stealth drone would be the far better ranged drone (higher AC, flying, more dex…).
My idea so far is:
My only problem is that this drone still have less survivability and hit chance then a (combat) stealth drone :( Does anyone has an idea/suggestion? (aside from "take a stealth drone" or "build a melee drone")
We were aware of the missing forth PC, thats why we use roll-dice for attribute creation and also had two pet-class. We thought this would made up for it, but unfortunately not. :( The "off-player PC" is also something we considered, but so far none of us is really used to it to run two characters.
Today is our next session, we came up with new characters and I think this time the boss will be steamroled, since we are all well rested (and I doubt that our DM "refill" the tower with encounters (she is a little bit inexperienced and not so flexible). So far we are now:
So let's see how this is going. :)
The StarWars CR90 Corvettes are on the upper scale of what a corvette today is (even more toward a destroyer).
Attribute Freedom / CR90 Crew: 15-50 / 165
Always be carefull when using stats/ships from scifi sagas/games/books/films, not many of them are realistic in numbers. If you want to take a ship from star Wars as inspiration for a hero ship in Starfinder I would go for a mix between the CR90 and the Defender Class Light Corvett from SWtoR. Also keep in mind, if you use real-world ships as comparison that most starships have much more equipment on board then todays navy ships (engines in all directions, life support, structural reinforcements etc. etc. etc.), so having a smaller crew on a similar sized vessel is total reasonable.
The Littoral Combat Ships (US: Independence and Freedom class, Sweden Visby Class, German K130) are good examples for current time corvettes. Unfortunately their statistics/equipment/mission profile can't be duplicated with medium ships in Starfinder. I would look more to scifi-sagas (e.g. Mass Effect or Babylon 5) for comparison. Normally a Corvette is the smallest multi-crew vessel in a combat fleet, their mission profile include light combat scenarios like reconnaissance, stealth operations or pattrol duty .
Hi there, We re currently running RoW with a three player group and we have a lot of troubles with the AP.
Our first party was sub-optimal, but not total worthless (Witch, Fighter, Inquisitor(Tactician)) the second was much more optimized (UC Summoner, Druid, Arcanist) but neitherless we didn't made it. The first TPK was simply a bunch of unlucky rolls, but the second was a WTF moment. First our Summoner was blinded by a swarm of crows (with a DC 20 Heal to "fix it") then the BBEG also deafen him, so he was out of combat (the Eidolon already died) at the raven encounter. I really wonder because of the damage output, Spells and DCs we encounter and wonder if the AP is really this hard or if we simply miss(ed) something.
The biggest problem with a (grey) city based campaign in starfinder is that due to the level & flawed economy you will get in logic issue sooner or later (the same problem exists in Pathfinder & DnD). Let's assume you start at level 1, then your city guards have to be around CR 1 (or even lower) otherwise the players have no chance. So now it's 5 Levels later, the players confront an evil organization (e.g. a corp or gang), their guard are now ~ CR 5 (while the city guards should still be CR 1) so why didn't the corp/gang didn't took over the city before? Or how is like this: The player are level 2 and should steal some high-tech goodie from let's say Abadar Corp, why does the guards in the R&D lab are only equipped with Item-Level 2 weapons/armor if the con they are working for could easily equip them with higher level equipment for less then a promile of it's monthly revenue? The D&D rule-set isn't really made up for a such campaign (at least if you want to keep it believable). For this level-less systems (e.g. shadowrun or cyberpunk) are more suited. Don't get me wrong I love Starfinder, but I also think that the move to stick to the Pathfinder base system for it wasn't a good move by Paizo. Cybepunk/SciFi Systems and Level-Based Progress and Economy don't work good with each other.
One thing I always suggest for firearms is that instead of iterative attacks, the damage scale with level, if you use a full round action to aim and shot. So instead of making a second attack, you get an additional damage die for firearms once your BAB hits 6 and every 5 points thereafter. This plays toward the "slow attack, massive damage" trope of the early firearms.
We ha similar issues with the battery rules and decided to ignore the whole "you have to pay for recharge" thing. Batteries are automatically recharged if the players are one day+ on their ship (they have a f&$~ing nuclear/fusion/necro/mage-tec reactor which powers a 70 Meter long spaceship with energy shields, possible beam weapons etc. There will be enough spare energy to power some hand held devices). I understood why they gave energy weapons some ammunitions, but the supporting rules for the batterys are... not good. I'm also missing the support on the character sheets (e.g. ammunition check boxes at the weapons).
Changing the class, attributes or race isn't an option anymore (my DM is very clear with that).
Paladin and Cavalier were on the table, but I decided for fighter (gut feeling decision and I never played one before^^). In our party I will (and did already) took over the role of the front line blocker/melee damage dealer.
Maybe embrace it by using a Glaive (and spiked gauntlet) to cover more space and keep the enemies away from our witch and inquisitor.
The ranged weapon will be a pure backup weapon.
I understand that fighter isn't the best option to be a social character (or skill character), but I wanted to play, for once, a heavily armored/armed character. I also like "unusual builds" (which don't have to be 100% the best in what they do, but simply fun to play).
Thanks a lot for all the ideas so far, they really help me to get some ideas for the road ahead. :)
I know that the start is far from optimized, but I don't have to have a optimized character at all, just one who is fun to play. I also thought about some sort of cross class (and then maybe into some PrC) but am not 100% sure which one.
Hi follow pathfinder, I have a little problem with my current character.
This is my first figther character in Pathfinder ever (I normally play characters like Magus, Inquisitor, Cleric). We are a group of three players, one with, one monster tactician Inquisitor and myself. The DM already said that we will get one "Companion" NPC along the road, but not exactly which class it will be. So far my concept for the fighter is: "The good mercenary who can get along with everybody and know someone in every town" (something like Terence Hills characters from the movie).
Stats (rolled out) so far:
Half-Snow Elf (racial skill focus [Diplomacy])
Feats:
Equipment (so far):
Can you guys give me some help, ideas, input?
Danny StarDust wrote: That is basically what most bloodline powers, wizard school abilities, or cleric domain powers do, albeit it a limited uses a day power. So if you use your proposition, that would make all those bloodline/school/domain powers obsolete, since you can cast a "beter" version of it unlimitedly. Not really. Most of them have a 1d6+1/2 level - so at Level ten I can do 1d6+5 for 3+Attribute/day...The fighter will hit with 3x 1d8+10 as often as he like. The damage bloodline/domain powers are a bad joke...
I'm missing some 0-level spells which actually scale with the level (like in 5E D&D).
I think all casters should have some sort of 0-level spell which does some moderate damage and scale with level, so they have some magic backup instead of rely on a sub-optimal ranged/melee weapon with poor attack stats. Idea: Ray/Orb of [Element/positive Energy/negative Energy]
Special: This spell can also be used in melee without provoking an attack of opportunity.
In my games I ruled that missiles can't target every enemey within sensor range. They just have to fly half their speed away from the firing ship before heading towards the enemy. After reading all this here, I also think of a new action for science officers:
DC 10 + enemies Tier + ECM (every +5 extend the effect for one additional round)
I have to agree with Samantha that the Environment Protection Systems are far to powerfull and that they are removing a lot of standard scifi tropes/hazards from the game. Additional it removes the need for specialized "hazard" armor like the EA suite (what defines them as "designed for extravehicular activity in hazardous conditions" if every armor has this feature build in?) On the other hand I see where they come from and that they are a logical evolution. For my games I would change the EPS so that it only provides protection like the old endure elements spell (against cold/heat).
Additional I would give some armors (like the EVAC suite) this upgrade for free. You could also create different levels of this Environment Protection Module which need battery power and consumes charges at different levels and so restrict the time it can be used.
This would allow for some intressting player dilemmas have to decide how to use their batteries or how to distribute the remaining power.
On a side note: With all the focus on batteries/charges in SF I wonder why there is no specific "batteries" area on the character sheet to track it...
The ship combat system is build, so that every character can fill any role. By design it specifically deny any "This role is for class X".
I agree that there should be some "mythic starship" options, but I would tie them to the ability to cast spells. In my home game I use different ship types which embraces different skills.
(each type also has two benefits and one drawback (like the bio ships from the pact worlds book)). I can think of similar ship modules, which allows every players to use "mythic" power if he e.g. invest in the mysticism skill. One such module could be a "scrying chamber", where a player can do a ritual which gives him a short look into the future (easier DC for one action on the ship, re-role a check etc.) or the ability to alter the space-time to boost the AC of your ship for a few rounds. The important part for me would be that this new crew actions aren't bound to any class, so that every character, if he invest in the appropriate skill/feat etc. can do it. Also keep in mind that the Drift, and by it also the space travel in some sort, is the realm of Triune who is a little bit "anti-magic" (no magic entry or exit for the drift)
Hi there,
I'm currently still working on the backstory, but I already have a very fix idea of the gameplay side.
My first idea was the beast rider archetype of the Cavalier which really fits the idea thematically.
While it sounds nice at first, the rule state that I can only use a horse at level 1 and get the ability to get a "monster-mount" (e.g. a Lion or Tiger) only at Level 7. :( Did any of you guys have an idea which class/archetype would fit my idea?
|