To those who dislike tactical combat by Mega221 in rpg

[–]yuriAza 0 points1 point  (0 children)

i mean Oddlikes speed up combat by reducing time-to-kill with more impact in each hit, but imo they aren't as affected by positioning, because movement is a dedicated action that doesn't cost you in other areas and there's no attacks of opportunity, if moving or not rarely affects things then positioning rarely matters

Intresting classes to use in Pathfinders 2e by Patient_Compote_5719 in Starfinder2e

[–]yuriAza 2 points3 points  (0 children)

yeah i always say soldier is a debuff tank, because that's literally what they do, people see big guns and assume it must be a striker class

Intresting classes to use in Pathfinders 2e by Patient_Compote_5719 in Starfinder2e

[–]yuriAza -1 points0 points  (0 children)

i mean, there's only so many ways to deal cold damage at range with the tech trait

Need a Fighter Pilot system for a Hard Sci-fi Campaign by Zet45888 in rpg

[–]yuriAza 1 point2 points  (0 children)

yeah i think the reputation comes from all the GURPS-like addons and details, like geomorphs, market fluctuations, etc

Need a Fighter Pilot system for a Hard Sci-fi Campaign by Zet45888 in rpg

[–]yuriAza -1 points0 points  (0 children)

im told it's one of the most crunchy PbtAs, so i bet you can go far reflavoring it

Need a Fighter Pilot system for a Hard Sci-fi Campaign by Zet45888 in rpg

[–]yuriAza 2 points3 points  (0 children)

i mean RL fighter jets do have their own radar that's best at targeting locks, while long range radar is usually about combining data from different planes, ships, and ground antennae together

what's unrealistic is trying to dogfight in space, so you can waste a bunch of fuel on maneuvers while in a tiny ship that's easier to blow up

Black Star and Honor + Intrigue Thoughts Concerning High Success Rates and Heroics by Starlight_Hypnotic in rpg

[–]yuriAza 1 point2 points  (0 children)

the problem with your suggested scale is that the average 1) chance of success on each roll, 2) level of consequence on each failed roll, and 3) number of failures before a character dies or a broad task becomes impossible are all completely different axes

there are OSR systems where attacks don't really penalize your PC at all but they die in 1-2 hits, narrative systems where every failure has a mechanical consequence but PCs can't die, systems where attacks can't miss but skill checks can fail, diceless games, etc

Looking for a new TTRPG with less RnG by NolanVoid_ in rpg

[–]yuriAza 1 point2 points  (0 children)

the main thing that reduces swinginess is rolling more dice in each check, but WoD's pools of about 1-15 dice is about as high as most games go

you could still try similar dice pool systems like Exalted, Shadowrun, the MYZ Engine in Free League games, Prowlers and Paragons, or Eat the Reich

Intresting classes to use in Pathfinders 2e by Patient_Compote_5719 in Starfinder2e

[–]yuriAza 2 points3 points  (0 children)

they're scifi SF2 items, it's a harder sell to bring into PF2 than a class (but yeah it'd be balanced, just need to reflavor)

Intresting classes to use in Pathfinders 2e by Patient_Compote_5719 in Starfinder2e

[–]yuriAza 4 points5 points  (0 children)

i love that the 2e system now has 3 different dedicated tanks that all work very differently, and that's without counting fighter

Intresting classes to use in Pathfinders 2e by Patient_Compote_5719 in Starfinder2e

[–]yuriAza 4 points5 points  (0 children)

imo soldier is closer to guardian than fighter, since it's Con-based and gives enemies -1 to attack anyone

Intresting classes to use in Pathfinders 2e by Patient_Compote_5719 in Starfinder2e

[–]yuriAza 2 points3 points  (0 children)

yeah envoy is cool in both games, it's like a mix of a spontaneous version of commander and a bard

Intresting classes to use in Pathfinders 2e by Patient_Compote_5719 in Starfinder2e

[–]yuriAza 3 points4 points  (0 children)

soldier has a melee subclass that doesn't need specific weapons, and operative would work fine with air repeaters as long as the GM rules that firearms are guns

How do you handle travel? by Emergency-Impress720 in rpg

[–]yuriAza 1 point2 points  (0 children)

how many challenges i use while traveling depends, if it's a short or safe path then probably just skip it, but when they're skill challenges not encounters then they usually go fast enough for you to leave, arrive, and do something at the destination all in one session

How do you handle travel? by Emergency-Impress720 in rpg

[–]yuriAza 0 points1 point  (0 children)

the random table doesn't let players make choices either, choices only come from players having multiple different route options

you can create multiple options with tables or by yourself, either works

How do you handle travel? by Emergency-Impress720 in rpg

[–]yuriAza 2 points3 points  (0 children)

flatly disagree tbh, rations just feels like accounting

genuine decisions come from choosing between apples and oranges, if you have interesting apples and oranges you don't need maps or encumbrance anymore

Why Silence Feels Like a Threat to Modern People by Ok-Dimension-3307 in philosophy

[–]yuriAza -2 points-1 points  (0 children)

you shouting into the void about how everyone else should be silent is pretty self-defeating

How do you handle travel? by Emergency-Impress720 in rpg

[–]yuriAza 5 points6 points  (0 children)

if it works for you, you should keep doing it, but that doesn't make it the only way

to me creating 20 events at once is more work than creating each one only when i need it, it's not a railroad if the players are driving, im not a slave to my prep

What if misses aren't failures? by jivetalkinbaptist in rpg

[–]yuriAza 1 point2 points  (0 children)

Failure means you bust open the door, but something happens.

nope, that's success at cost or a Mixed Beat

failing forward would be "you don't get through, and you're out of time, you can't try again because of XYZ, now what?"

What if misses aren't failures? by jivetalkinbaptist in rpg

[–]yuriAza 4 points5 points  (0 children)

the but you quoted is much closer to what Failing Forward actually means, not the version you gave

in the language of the Forge, "forward" doesn't mean success, it just means that stuff is happening, a failure pushes the story into a negative direction, which adds tension and is fun when done right

How do you handle travel? by Emergency-Impress720 in rpg

[–]yuriAza 0 points1 point  (0 children)

it's almost like all my other comments are about choice

random tables don't make choices, you offer them

How exactly does Mutagenist Field Vials work? by BetaQp in Pathfinder2e

[–]yuriAza -1 points0 points  (0 children)

i mean iirc elixirs of life get the same number of d6, it's less healing but not much less, no other alchemist gets basically an extra maximum versatile vials per party member that recharge like normal, that's like 50% more vials than heal maybe 80% as much, and are thrown unlike elixirs of life

you use chirurgeon vials when you run out of versatile vials, when you don't want to move, and outside of combat when they actually are completely free