See here for more great Starfinder videos: th-cam.com/play/PLYCDCUfG0xJaiOsB99j8H3wyI8gGbxPuP.html Want to help support the channel? Get you name listed at the end of my videos by joining my Patreon : ▶️ www.patreon.com/HowItsPlayed/ Thank me with a cup of coffee! ▶️ ko-fi.com/HowItsPlayed
You do a really nice job organizing the information in these videos. I had questions about the gunnery phase and was able to skip right to it because of your graphics. Thank you.
Shout out for the Macross reference at 1:00. Not sure if that was intentional or a result from googling for images. I've got to say, your style of presentation is extremely effective. Quick overview > In-depth explanation > The all important re-cap.
@@HowItsPlayed Well, that settles it. I've got to subscribe. Was looking to learn about Starfinder because people are using Dungeondraft assets I'm making for games like these. Need to know what kind of stuff people need. Thanks!
Glad to hear the videos are helping! Here's another resource I've used: imgur.com/a/3VFNN I print these cards out and they help the players track of what actions they can perform with their role.
Gunnery phase sounds like it doesn't matter what order everything happens if all damage is applied anyways regardless if it's fatal to a ship? or I might be missing something.
Why does Resolve order matter if technically all damage is done simultaneously? Wouldn't it be the same to just leave it as reverse order like in the other stages/segments?
So, do you subtract the piloting skill from the initiative roll, instead of adding it? Otherwise a high piloting skill would make your roll higher, and therefore worse...Or do you not include the skill at all in the initiative roll?
The piloting skill roll is the Initiative roll. And in Starfinder you play in reverse order... so the person who wins initiative by rolling the highest takes their turn last.
So what happens if you have everyone in their own little star fighter? or you're flying a massive star fighter (think ARC-170 from Star Wars) where the Pilot controls the front guns as well as flying and the guy that the tail only controls the tail gun?
So if a ship have multiple cientific oficial or multiple engeniers, can they have multiple action or only one for ship position?. But a ship can have multiple gunners to open fire but only one time per weapon.
A ship can have multiple science officers and each one can take an action each round. So a ship with 3 Science Officers will be able to take 3 Science Officer Actions each round. The same is true for Engineers, however some of their actions, such as Divert, say they can only be taken once per round regardless of how many Engineers a ship has.
Yes -- Engineers can use Divert Power to restore shields, and Science Officers can move shield points around with the Balance action. Check out my videos on those two roles for more information. Shields also regenerate on their own outside of combat.
why does it matter to resolve damage in reverse order or any order for that matter if all ships get to do damage even if they take enough to be destroyed
I'm not entirely sure why they designed it that way. The only reason I can think of is if a ship is being attacked by multiple enemies in the same round, you might need to know the order of the attacks to determine which hit the shields first. There could also be weapons and rules yet to be published that require it.
Then you pretty much make do with who you have, which likely means one pilot and other people switching roles as needed with each turn. And you might want to also check out Minor Crew actions on page 326.
Not by RAW. I think someone in the Pilot "Role" can be the leader, be called Captain, use free actions to shout orders, etc. But they can't use any of the formal Captain Actions found on page 322. That said, you can switch roles at the start of every round. So one round a person may be the Pilot, and the next they switch to the Captain Role, even though they're still sitting in the pilot's seat, and perform Captain actions that round. When doing so, they would likely need to use the Glide Minor Action (page 326) to continue steering the ship while performing Captain actions.
See here for more great Starfinder videos: th-cam.com/play/PLYCDCUfG0xJaiOsB99j8H3wyI8gGbxPuP.html
Want to help support the channel?
Get you name listed at the end of my videos by joining my Patreon :
▶️ www.patreon.com/HowItsPlayed/
Thank me with a cup of coffee!
▶️ ko-fi.com/HowItsPlayed
You do a really nice job organizing the information in these videos. I had questions about the gunnery phase and was able to skip right to it because of your graphics. Thank you.
Excellent explanation of a complex combat turn!
Whats the point of initiative in the gun phase if killing the ship first donst prevent damage.
So glad you used a picture of Wash. My dog is named Zoe Valentine from firefly and Cowboy Bebop lol.
Shout out for the Macross reference at 1:00. Not sure if that was intentional or a result from googling for images. I've got to say, your style of presentation is extremely effective. Quick overview > In-depth explanation > The all important re-cap.
100% intentional. I'm a HUGE Macross fan!
@@HowItsPlayed Well, that settles it. I've got to subscribe. Was looking to learn about Starfinder because people are using Dungeondraft assets I'm making for games like these. Need to know what kind of stuff people need. Thanks!
@@AurelTristen Cool! And thanks for the sub!
Fantastic video! Going to play my first starship combat encounter soon and this video is a HUGE help.
Glad to hear the videos are helping! Here's another resource I've used: imgur.com/a/3VFNN I print these cards out and they help the players track of what actions they can perform with their role.
Gunnery phase sounds like it doesn't matter what order everything happens if all damage is applied anyways regardless if it's fatal to a ship? or I might be missing something.
So you don't shoot something you know is going to be destroyed.
Why does Resolve order matter if technically all damage is done simultaneously? Wouldn't it be the same to just leave it as reverse order like in the other stages/segments?
I had the same thought.
Thank you thank you thank you for this
Great Video! Thanks!
This is so helpful! thank yo so much
You're very welcome!
Such a great video!
So, do you subtract the piloting skill from the initiative roll, instead of adding it? Otherwise a high piloting skill would make your roll higher, and therefore worse...Or do you not include the skill at all in the initiative roll?
The piloting skill roll is the Initiative roll. And in Starfinder you play in reverse order... so the person who wins initiative by rolling the highest takes their turn last.
So what happens if you have everyone in their own little star fighter? or you're flying a massive star fighter (think ARC-170 from Star Wars) where the Pilot controls the front guns as well as flying and the guy that the tail only controls the tail gun?
amazing keep it up!
Thanks!
Great videos, thank you. One small question - what do you mean when you say "by raw"?
"RAW" stands for "Rules As Written". "By RAW" means according to a strictly literal reading of the rules.
So if a ship have multiple cientific oficial or multiple engeniers, can they have multiple action or only one for ship position?. But a ship can have multiple gunners to open fire but only one time per weapon.
A ship can have multiple science officers and each one can take an action each round. So a ship with 3 Science Officers will be able to take 3 Science Officer Actions each round. The same is true for Engineers, however some of their actions, such as Divert, say they can only be taken once per round regardless of how many Engineers a ship has.
I need to read up on shields - do they come back, divert, etc?
Yes -- Engineers can use Divert Power to restore shields, and Science Officers can move shield points around with the Balance action. Check out my videos on those two roles for more information. Shields also regenerate on their own outside of combat.
One homebrew I added is if a ship is destroyed they only do half damage.
Godbless you. Your amazing!
why does it matter to resolve damage in reverse order or any order for that matter if all ships get to do damage even if they take enough to be destroyed
I'm not entirely sure why they designed it that way. The only reason I can think of is if a ship is being attacked by multiple enemies in the same round, you might need to know the order of the attacks to determine which hit the shields first. There could also be weapons and rules yet to be published that require it.
@@HowItsPlayed yeah that makes sense with weapons with the Ripper special property. Anyways love the videos really helping with my prep
I feel like it would be a lot easier to just have pilots subtract thier score when rolling init then reverseing init order.
What if there aren't enough players for all roles?
Then you pretty much make do with who you have, which likely means one pilot and other people switching roles as needed with each turn. And you might want to also check out Minor Crew actions on page 326.
Can someone be both a pilot and a captain?
Not by RAW. I think someone in the Pilot "Role" can be the leader, be called Captain, use free actions to shout orders, etc. But they can't use any of the formal Captain Actions found on page 322.
That said, you can switch roles at the start of every round. So one round a person may be the Pilot, and the next they switch to the Captain Role, even though they're still sitting in the pilot's seat, and perform Captain actions that round. When doing so, they would likely need to use the Glide Minor Action (page 326) to continue steering the ship while performing Captain actions.
You sound a bit like Kermit the Frog. Regardless, thanks for the video (although in both so far I need to listen at 1.25x speed).