I have reservations of the effect of the scanner cyber gear from the sci fi compendium:
Scanner: This implant senses the composition of known matter or energy
up to 50 yards distant. The target does not have to be visible, though certain
types of matter or energy may interfere (GM’s call)
If I as a GM rule that it is tied to the notice skill it is not really that powerful and it would have been noted in the ability if that was the intention, but if I take it for what it says, it will be very very strong for "just" 1000$
What do you guys think? How would you interpret the text and do you think it is too powerful?
Hey everyone, I figured we could use some content around this new community, so I'm cribbing the text from some recaps I posted originally on the Matt Colville subreddit, as the campaign I'm running is heavily inspired by Matt's "Running the Game" videos and campaign diaries. This is a Savage Pathfinder campaign, using mostly cannibalized old D&D material, aiming for maximum freedom and agency for the PCs. Hope you all enjoy.
(Part One)
I have four players. We play in person, and all of us know each other petty well. (It's myself, my wife, another couple, and one other player. The 'odd one out' was sort of a late addition to this particular group, but my wife and I have known her for a few years, introduced her to our other friends, she hit it off with them, and she's been playing with us now for a few months.) As for characters, we have a human sorcerer who has a complex noble background with lots of family and political drama, a half-elf rogue (her fiancee, she has to marry him
I was interested in getting a physical book for this game and turns out there was a fundraiser for a special anniversary version of the book on Kickstarter. Did you back it too?