View Poll Results: Choose your option (you may change this as often as you like)
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- 91. You may not vote on this poll
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AUTOMATION: I would love to see more automation
87 95.60% -
SANDBOX: I prefer a sandbox (e.g. manual)
2 2.20% -
AMBIGUITY: I don't care
2 2.20%
Thread: Starfinder - Automation Poll
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July 29th, 2020, 20:54 #11
1. I would love to see anything involving stat adjustments getting some automation (the 10 points at character creation, and three slots one for each model of personal upgrade).
2. Weapon focus/specialization would be very nice.
3. Grapple checks with grapple/pin status would be awesome to have automated. All combat maneuvers for that matter, but specifically grapple as it has different effects based on how well you roll. It would be nice if there were an "action bar" of sorts where we could click to use a combat maneuver and apply modifiers from equipment, race, etc. If you did it this way, we could even apply our defensive modifiers here (dare to dream).
4. Force Fields - Not sure about anyone else, but my players love force fields. It would be nice if the fast healing and battery usage was handled automatically. This seems like a long shot, but if we're going to wishlist stuff why not.
5. All listed actions for NPCs would be great. I have to refer to the PDFs often while playing. Nyssholora is a recent example with terrible encoding (try to figure out how to use the breath weapon without the book or PDF). It says [see text] and never includes the text.
6. I know it was stated above, but it would be great to have a list of common combat abilities like trick attack or clever feint that we could just drag and drop on to the character. Is there a way for us to create them one time then drag to each character like spells?
That's my list for now. I'll think about this and follow up with my groups for more.
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July 29th, 2020, 21:06 #12
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My biggest thing would making it so that all class abilities have built in-actions automated, and if I'd have to prioritize, I'd start with all the 1st/2nd level abilities across all the classes, as the low levels are when players get confused the most.
A new player making a solarian is going to be confused by how to track their attunement or use their supernova if the GM didn't create them a custom "spell" for it. A new player making a healer mystic has to make one for their healing channel. Operative with trick attack. Some way to automate entropic pool would also be amazing.
Also, full attack automation for NPCs identical to how it is set up for PCs (being able to roll both or just one of the full attack at a time) would be awesome too.
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July 29th, 2020, 22:20 #13
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July 29th, 2020, 22:28 #14aka Laendra
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July 29th, 2020, 23:00 #15
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That's only if it's been coded as such, and multiattack, on creatures that have it, is an override for full attack.
A regular soldier NPC would not have a multiattack, but should be able to full attack with their melee or their ranged, and as all modules are currently coded, you have to manually do this by making single attacks with a -4 mod.
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July 29th, 2020, 23:04 #16
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@Revien999
I've mentioned this in the past to FG support. FGs current template doesn't include the full attack, so you have to edit each NPC to include it. I can provide an example on Discord if you'd like. But I agree that it should already be on every PC that has a Full Attack weapon.
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July 29th, 2020, 23:05 #17
But you can just add the Full Attack to any NPC as a Multiattack, I don't see the difference. Except that it's not pre programmed.
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July 29th, 2020, 23:07 #18
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July 29th, 2020, 23:23 #19
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Yeah I've done it before as well Jrock. It's easy enough to do but tedious. Itd be simple enough to build into the NPC frame some mechanic allowing full attack just like how it shows on the PC frame, or just fix it when they port over modules. Either way, if the discussion is automation, that's probably one of the lowest hanging fruit that would increase satisfaction imo
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July 29th, 2020, 23:24 #20
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