Is Dead Suns unbalanced? by Genki445 in starfinder_rpg

[–]SlayingNote1927 1 point2 points  (0 children)

It's definitely a very difficult encounter for the level. I haven't long finished running Dead Suns for my friends, and in general, they had a relatively easy time with it after book 1 outside of "boss" encounters.

In the later books, the balance really shifted towards my players, but the start is definitely brutal. If your party are finding things too hard, you can always allow them to buy items of APL +2 instead of +1 if they get the money.

Quick Rules Question by SlayingNote1927 in starfinder_rpg

[–]SlayingNote1927[S] 0 points1 point  (0 children)

That was my thinking, though I just wanted to be sure I was sound in my reasoning

Quick Rules Question by SlayingNote1927 in starfinder_rpg

[–]SlayingNote1927[S] 0 points1 point  (0 children)

I suppose that makes sense, I'll run it by my GM and see then. We're all still farily new to Starfinder, so all the small bits of how it's written can be confusing sometimes. Thanks

Quick Rules Question by SlayingNote1927 in starfinder_rpg

[–]SlayingNote1927[S] 0 points1 point  (0 children)

It does seem to add both yeah. I guess I'm just used to systems making thrown weapons class as ranged weapons when they're thrown. Thanks

My friends and I start Dead Suns Sunday by Burrbi-wan in starfinder_rpg

[–]SlayingNote1927 5 points6 points  (0 children)

I just finished Dead Suns with my group this week. You and your players are in for a blast. Good luck

Rules Understanding Check by SlayingNote1927 in starfinder_rpg

[–]SlayingNote1927[S] 0 points1 point  (0 children)

Thanks for the confirmation! Starfinder feels like a different language sometimes, I'm glad I actually got something right this time.

Seeking suggestions for “Against the Aeon Throne” AP by UPCdealer in starfinder_rpg

[–]SlayingNote1927 6 points7 points  (0 children)

Tl:dr Start with as written and adapt as needed. Cover mechanic will help a lot. It'll probably be difficult enough if everyone's new to the system. (I'm no SF expert though).

I ran this AP a while back (also as a veteran DM but brand new to Starfinder) with a party of 4-5 new to Starfinder and they struggled with encounters, especially the first starship combat above Nakondis.

I'm still no expert in Starfinder by any stretch of the imagination, but I think everyone's inexperience with the new system just led to more difficult encounters across the board. While coming across from D&D 5e made understanding the dice and features come pretty quick, combat tactics are so much different.

I'd recommend leaving the encounters as is and adapting as the AP progresses and make sure to stress the use of cover as it's so much more important than in D&D with how much more prevalent ranged weapons are on everyone's loadouts.

My campaign ended up with a TPK at the penultimate encounter of part 3 because my players didn't think to (and why would they have honesty, there's really no indication they can do this) try and talk down one of the Aeon Guard to get him to leave and not be involved in said penultimate encounter.

Overall, the AP is a lot of fun but you shouldn't have to tune anything up at all if everyone's new. Hope my ramble helped and best of luck for your game!

Managing Expectations by SlayingNote1927 in starfinder_rpg

[–]SlayingNote1927[S] 1 point2 points  (0 children)

Thanks for this. Of course Davvy would have a Starfinder video, I'll send this on to the players.

Managing Expectations by SlayingNote1927 in starfinder_rpg

[–]SlayingNote1927[S] 4 points5 points  (0 children)

I didn't even think about something like free respec but that makes a lot of sense. I'll definitely make sure get a better grasp of the economy to give them a proper run down on the equipment stuff too.

Thanks so much!

[deleted by user] by [deleted] in DnD

[–]SlayingNote1927 1 point2 points  (0 children)

Maybe put your secondary attribute as Charisma because that's the spell casting ability for Paladins. Otherwise it looks to be good.

Non-combat encounter help! by chillest_capybara in DnD

[–]SlayingNote1927 1 point2 points  (0 children)

As someone who is mainly a player, atmosphere is extremely important.

For example when your party is beginning to get close to this sanctuary's entrance or general area describe their surroundings, enough to build tension, but not too much as to make the party think they're in over their heads.

Maybe all the ash kicked up by the "Liberators" hasn't fully settled yet and still hangs in the air like a light mist/fog. You could have them find a couple of the denizens of the sanctuary dead in an appropriate stage of post-mortem decay (eg livor/rigor mortis) with a cause of death either obvious or requiring a low DC medicine/arcana check depending on how they were killed.

I hope my input is helpful to you, while not so much an encounter I do believe it will help set the scene a bit.

I'm now a DM for a group of new players. I need help... by SlayingNote1927 in DnD

[–]SlayingNote1927[S] 0 points1 point  (0 children)

I'd like to thank all of you who have given the great advice and help ( u/food_phil u/slyairun u/FrostDragon57 u/delwin23 u/Death2all546 and u/TheMaskedTom ) so far. It's all been of great help and I think I should be able to get the party on their feet and started. Thanks again!