Monthly Archives: October 2019
Developing to Spec: part 9 (c) — Quickened and Silent
This is a continuation of Part Nine of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read long as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written) here.
While we were going through the PF core rulebook feats in order, we’ve hit a whole class of feats that play on rules that don’t exist in Starfinder — metamagic feats. Having developed a plan for converting those (and wanting to stay consistent with our development), it seems smart to tackle all the rest of the metamagic feats before we move on to the next in alphabetical order.
So, that brings us to Quicken Spell and Silent Spell.
Quicken Spell is an issue because the action economy in Starfinder is different from that of Pathfinder, and the quickened spell magic hack is clearly more limiting and already in place, and available to just one class. So, how do we quicken spells, without overlapping and invalidating that magic hack? Well, that hack applies only to spells with casting times of 1 standard action or less. So, we look only at other spells.
QUICKEN SPELL
You can cast some of your spells much more quickly than other spellcasters.
Prerequisites: Able to cast more than one spell level of spells.
Benefits: When you cast a spell with a lower spell level than your highest-spell-level, if it has a casting time of 1 round, you can instead cast it in 1 standard action. If it has a casting time of multiple rounds, you cast it in 1 round. If it has a casting time for 1 minute, you can cast it in 2 rounds. If it has a casting time of 10 minutes, you can cast it in 1 minute.
Okay, so, Silent Spell. That feat’s benefit in PF is that it prevents you from needing to fulfill verbal components when casting a spell–but Starfinder doesn’t HAVE verbal components. But it DOES note that spells have obvious elements, and creatures around you can tell you are casting a spell. So, what if it wasn’t that YOU were silent, but literally that your SPELLS could be silent?
SILENT SPELL
You can produce magic without audible consequences.
Prerequisites: Able to cast more than one spell level of spells.
Benefits: When you cast a spell with a lower spell level than your highest-spell-level spell, you can make a Bluff or Stealth check (your choice), opposed by observer’s Perception checks, to prevent anyone who cannot target you with a precise sense other than hearing from being aware you have cast a spell. On a failed check such observers do not know you have cast a spell, and are unaware of the spell itself unless it have physical effects.
Okay, having done that, it’s clear what Still Spell will be, right?
STILL SPELL
You can produce magic without visible consequences.
Prerequisites: Able to cast more than one spell level of spells.
Benefits: When you cast a spell with a lower spell level than your highest-spell-level spell, you can make a Bluff or Stealth check (your choice), opposed by observer’s Perception checks, to prevent anyone who cannot target you with a precise sense other than sight from being aware you have cast a spell. On a failed check such observers do not know you have cast a spell, and are unaware of the spell itself unless it have physical effects.
Okay, tomorrow we tackle Widen Spell… and some stragglers we missed.
Patreon
Heya folks–I am back to being a full-time freelancer. Which means, ever word I write has to justify itself in time taken vs. benefit to my freelance career and/or money made.
So if you found any of this useful and you’d like to support the creation of more such content, check out my Patreon!
Just a couple of dollars a month from each of you will make a huge difference.
Developing to Spec: Part 9 (b) — Heighten and Maximize
This is a continuation of Part Nine of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read long as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written) here.
While we were going through the PF core rulebook feats in order, we’ve hit a whole class of feats that play on rules that don’t exist in Starfinder — metamagic feats. Having developed a plan for converting those (and wanting to stay consistent with our development), it seems smart to tackle all the rest of the metamagic feats before we move on to the next in alphabetical order.
So, that brings us to Heighten Spell and Maximize Spell.
Heighten Spell is tricky, because so little is tied to spell level in Starfinder, and there’s already a mechanism or three in place to adjust spell DC. However, Starfinder does have variable-level spells, which are a totally different thing that could be “heightened” without totally disrupting game balance (if properly defined and limited).
HEIGHTEN SPELL
You can get the most out of your variable-level spells.
Prerequisites: Know a variable-level spell with a higher-spell-level variant you do not know, but can cast spells of that level.
Benefit: You can expend one Resolve Point to cast a spell using a higher-level spell slot, to gain the benefits of the higher-level version of that spell even if you do not know the higher-spell-level version. Any decisions you must make when you learn the higher-level version (such as what creatures you can summon with a higher-level summon creature spell) you make the first time you use this ability, and cannot change until you gain a new character level.
That’s not *simple*, but it does stick with exiting Starfinder rules, rather than introducing a whole new subsystem. I’d likely playtest the wording with some friends before turning it over to a publisher, if I had time.
Now, Maximize Spell… which is a whole new issue. The PF version let’s you cast a lower-level spell with a three-spell-level-higher slot, to maximize all its effects. The math on that would be a nightmare to graft to Starfinder in an effective way, and it always encouraged alpha-strikes taking out everything in the first round of an encounter. But, how do we do SOMETHING with this that can be considered to maximize a spell, without introducing metamagic or breaking Starfinder?
There are lots of things we could do. Require the caster to expend a grenade with an item level at least triple the spell level… but that feels very technomancer. We could allow maximum damage on a critical hit with a spell, but mathematically that’s not great, and it doesn’t come up that often.
On the other hand, the fact spell damage tends not to scale in Starfinder means we might just be able to let spellcasters do maximum damage, under carefully-controlled circumstances. This extends the utility of lower-level spells, but also makes sure the spellcaster is taking a risk to do so.
MAXIMIZE SPELL
You can get the most effect out of your lower-level spells.
Prerequisites: Able to cast a spell at least 3 spell levels higher than your lowest-level spell.
Benefit: When you cast a spell with a casting time of 1 standard action, that is at least 3 spell levels lower than the highest-level spell you can cast, you may cast it with a casting time of 1 round. The spell is not completed until just before you turn on the next round, and if before that time you take any damage from either a successful attack that targeted your AC or from an effect that you failed a saving throw against, the spell fails.
The sp or hp damage done by the spell is maximized, rather than rolled normally.
Tomorrow, we tackle Quicken Spell and Silent Spell… for a game that doesn’t have verbal components.
PATREON
Like all my blog posts, this is brought to you by the wonderful patrons of my Patreon! Want more of this content? Want to suggest specific game systems, topics, of kinds of articles? All of that is only possible if people join my Patreon, help me have the free time to write these things, and let me know what you want to see!
Developing to Spec: Part 9: Keeping It Simple
This is a Part Nine of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read long as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written) here.
While we were going through the PF core rulebook feats in order, we’ve hit two feats that play on rules in PF that Starfinder doesn’t have — Exotic Weapon Proficiency, and the first metamagic feat. When looking at converting those things to Starfinder, there’s going to be a temptation to make complex feats that closely map to the functionality of the PF versions. Sometimes, you have to do that to make a functional, interesting feat.
But let’s try not to.
Starfinder doesn’t have “exotic” weapons, but it DOES have “special weapons.” And, of course, you can gain proficiency with one special weapon with Special Weapon Proficiency. But that requires you to take that feat for every model of special weapon, which means there’s space to let someone be proficient with all special weapons. If we require them to have the Special Weapon Proficiency feat as a prerequisite we don’t invalidate that feat, and Versatile Focus and Versatile Specialization set a precedent for this kind of mass-weapon-benefit feat.
Simple.
EXOTIC WEAPON PROFICIENCY (Combat)
You understand how to use exotic weapons in combat.
Prerequisites: Special Weapon Proficiency feat, proficiency with basic melee and small arms.
Benefit: You are proficient with all special weapons.
And that brings us to Extend Spell. Not only does Starfinder not already have metamagic, but technomancers have what are clearly a replacement for metamagic in the form of certain magic hacks, including “extended spell.” We COULD recreate the whole metamagic system… but that’s going to overlap with what technomancers get (reducing the value of those magic hacks) AND introduce a whole new subsystem. But what if there was a way to have an Extend Spell feat without doing either of those things?
For skills and weapon attacks and damage, rather than slide an effect into a different category to gain a benefit (such as metamagic increasing spell level to boost effects), they just give a numerical bonus. We don’t want to just add +4 rounds to durations, because we’d have to write tons of rules to make sure we didn’t have instantaneous spells running multiple rounds, and spells with a 10 minute/level casting time wouldn’t be affected in a significant way.
But since lots of durations ARE based on caster level, we can add a flat bonus to that to gain a benefit that only applies as relevant, and that can stack with technomancer magic hacks.
EXTEND SPELL
Your spells often last much longer than most spellcasters’.
Prerequisites: Ability to cast a spell with a duration based on level.
Benefit: When calculating the duration of your spells, treat your caster level as being +4 levels higher.
Simple, stacks with the technomancer spell hack, and from 5th level on not as useful as the spell hack.
Since there are lots more metamagic feats to convert, and we have a design principle in place for them, we’ll hop to getting all those done in the next few entries before we move on to Extra Channel.
PATREON
This series of posts about my specific game writing and development process (along with concrete examples and Starfinder feats) is — like all my blog posts — is only possible if people join my Patreon, help me have the free time to write these things, and let me know what you want to see!
Writing Basics: The Freelance Work Process
I’ve talked many times about ways I deal with writer’s block, burnout, and the hard work of creating game material professionally. What I haven’t spent a lot of time talking about is my normal writing process. Like, if I am feeling okay and tackling the day-to-day work of a writing career, what does that look like?
Today’s my birthday, and birthdays are a good time for some retrospection, so I want to look at how my full-time freelance process looks nowadays, especially after 5 years of going into the Paizo office 5 days a week. I’m talking here just about how I organize and tackle my writing–things like getting assignments, editing, and so on are outside the scope of this article. (Though if you want to hear more about those, let me know!)
Outlines
When I was first starting my writing career, I flat refused to use outlines. Outlines were, I felt, restrictive. Stifling. I didn’t know where my muse was going to take me, after all, so how could I outline it? Much better, I thought, to just begin at the beginning, and keep writing until I hit the end, and if that meant the project drifted all over the place, I could fix that in a second draft.
I was such a sweet, summer child.
Yes, you can fix things in a second draft. But the sooner you find problems, the easier they are to fix (and the less work you’ve done on things that are geing to get cut). So now I outline nearly everything. Often in very rough terms (maybe just listing out some potential headers), but enough for me to know where a piece is going to start, what it’ll cover, and how it will end.
I DO keep in mind my format, and this is a place where the years of being a developer for Paizo have really honed that skill. For example, if I know I want everything to break at the bottom of a page, I can do rough wordcounts to writing only as much as I need to do that. On the other hand, if something is going to be a 2-3 page pdf and never see print, i know it doesn’t matter nearly as much what my exact wordcounts are.
Prioritize, Schedule, Assess
Early in my career, I was often doing just fairly random magazine articles, and deadlines were pretty rough. I also usually worked on only one at a time, so I didn’t have to worry about priorities. Now I am often doing two-dozen things all at once, and some are for myself with loose deadlines, some are for myself with firm deadlines (like this article, since I promise Patreon readers a good-sized article every Monday), some are for other folks with loose deadlines (most of the things I produce for Rite are done when they are done… but they do need to get done!), and some are for other folks with hard deadlines (if Green Ronin or Paizo needs a thing by a set date, it’s crucial I adhere to that–there are lots of steps after mine that need time, and big books that go into the retail market get announced way before they are finished.
So I need to know what I need to work on TODAY to hit deadlines. I prefer to work on 2-3 different things per day, so i keep a running list of what deadlines are upcoming, how far along those things are, and I (ideally) check it every work day. I also have the free tacking program Asana, which I use to track projects so they don’t get totally forgotten if I put them on the back burner for a few days or weeks. That helps make sure that if Rogue Genius Games needs marketing text from me before a product can be made available for sale, I get that done in a timely manner.
If I have an idea I can;t begin yet, it gets noted so it’s not lost. i used to do that in physical notebooks. Then I moved to online files. Now, i use Asana.
Writing Time
The hope is to get 8 hours of writing done per day 5 days a week, and 4 hours 2 days a week. That actually usually takes me 12 and 6 hours, because when I find myself hitting a slowdown in my writing, I often take a short break to clear my mind. That may be 5 minutes on social media, or 15 minutes gluing bits of a model together, or 20 minutes on a computer game. Or a half-hour lunch break. The idea is to pause, rather than let my writing urge go completely cool, but distract my mind with something different enough that I can come back at it ‘fresh” in a bit.
But it’s important to keep a running track of how much work is actually getting done, and what is due soon. If I am producing plenty of words per day (I shoot for a minimum of 3,000 words/day, spread out over various projects) and everything is on-track to hit deadline, I don’t worry overmuch how many minutes I spend on non-work-writing. But if my production slows, or I have something behind schedule, I get much more serious about making breaks short and infrequent. I try to get up and do something else for at least a few minutes every hour, but if the muse has me head-down writing for 3 hours, I don’t interrupt that process.
The Space
I have a dedicated work space–a home office I share with my wife. It has my laptop, my reference books, chargers for phones, a place for my cat to sit within-reach but off my desktop, a few hobby-related items, and that’s it. No television. No chairs other than the office chairs. There IS a window, because getting some natural light is helpful to me. No microwave. When I look around, I see only things related one way or another to my writing, and that’s a big help for me.
Putting It All Together
For example, I began this article on Friday the 25th, based on an idea from my idea file I got from a friend on social media. I didn’t get much more done than outlining some headers. I took runs at it again on the 26th and 27th, but kept both short because I had a past-due project I needed to turn in on the 28th. OTOH I also took time out on the 27th to spend time hanging out at a friend’s house, because I had been working all week and the next day was my birthday.
But that meant this wasn’t done today… and neither was the past-due project. But the past-due was ALMOST done, so finishing it clearly took priority. Then a quick break to spend a few minutes with my wife. Since it’s my birthday and I have a 3pm phone call that is industry-related, i WANTED to play a game for 15-20 minutes… but I couldn’t take the time for that when my Monday blog post wasn’t finished yet.
So this became the next major priority, and I hammered on it until it was done. Now I can take a break, and then start on the NEXT most-urgent thing on my list. 🙂
Patron Support
All my articles are possible due to support from my patrons, and many are suggested by those patrons! If you want to encourage more writing basics articles, or just stick some money in a tip jar, check out my Patreon!
Developing To Spec: Part 8 (c) -Exhausting Sickening, Staggering, and Stunning
This is a continuation of Part Eight of a series of articles looking at creating a set of Starfinder feats under specific constraints. — or just the finished feats (as they are written) here.
While we were going through the PF core rulebook feats in order, when we ran into the first critical feat, we paused in Part Seven to look at all of those as a whole, and we tackled Critical Focus and Critical Mastery. We’ve been going through the critical feats for the rest of the week, and since I think we’ve hit every corner case and design principle already, today we’re just going to do all the last four.
EXHAUSTING CRITICAL (Combat)
Your critical hits cause opponents to become exhausted.
Prerequisites: Critical Focus, Tiring Critical, base attack bonus +15.
Benefit: When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures. The exhaustion ends as described in the exhausted condition, or can be removed by any effect that states it removes exhausted.
If the attack already has a critical hit effect, when you score a critical hit you may apply its normal critical hit effect or the effect from this feat, but not both.
SICKENING CRITICAL (Combat)
Your critical hits cause opponents to become sickened.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the
effect’s duration.
If the attack already has a critical hit effect, when you score a critical hit you may apply its normal critical hit effect or the effect from this feat, but not both.
STAGGERING CRITICAL (Combat)
Your critical hits cause opponents to slow down.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save (DC 10 +1/2 your base attack bonus + your key ability score modifier) reduces the duration to 1 round. If you use this critical against a creature that is already staggered, the additional rounds add to the condition’s duration.
If the attack already had a stagger critical hit effect, you may add 1 round to the duration of the condition applied by this feat. If the attack already has a non-staggered critical hit effect, when you score a critical hit you may apply its normal critical hit effect or the effect from this feat, but not both.
STUNNING CRITICAL (Combat)
Your critical hits cause opponents to become stunned.
Prerequisites: Critical Focus, Staggering Critical, base attack bonus +17.
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save (DC 10 +1/2 your base attack bonus + your key ability score modifier) reduces this to staggered for 1d4 rounds. If you use this critical against a creature that is already stunned, the additional rounds add to the condition’s duration.
If the attack already had a stunned critical hit effect, you may add 1 round round of stunned condition to the stunned or staggered condition applied by this feat. If the attack already has a non-stunned critical hit effect, when you score a critical hit you may apply its normal critical hit effect or the effect from this feat, but not both.
.
And that’s the end of the PF critical feats! So next week we get to tackle… Exotic Weapon Proficiency (for a game system that doesn’t have exotic weapons), and metamagic feat (for a game system that doesn’t have metamagic!)
PATREON
This series of posts about my specific game writing and development process (along with concrete examples and Starfinder feats) is — like all my blog posts — is only possible if people join my Patreon, help me have the free time to write these things, and let me know what you want to see!
Developing To Spec: Part 8 (b) -Deafening and Tiring
This is a continuation of Part Eight of a series of articles looking at creating a set of Starfinder feats under specific constraints. — or just the finished feats (as they are written) here.
While we were going through the PF core rulebook feats in order, when we ran into the first critical feat, we paused in Part Seven to look at all of those as a whole, and we tackled Critical Focus and Critical Mastery. Now, for the rest of this week, we can just write up the critical feats themselves.
It’s useful to tackle all the critical feats at once, because they are interconnected both with each other and with the existing critical effect rules in Starfinder. All these rules could come into play on a single attack roll, so it’s worth writing them all in once block, so we remember what we are doing and why, and keep a consistent answer. This is different from, say, PF feats that give bonuses to two different skills, such as Acrobatic and Athletic, which function similarly, but aren’t going to all interact on the same skill check, since they boost different skills.
The next two critical feats in out list are Deafening Critical and Exhausting Critical. Since Exhausting Critical has Tiring Critical as a prerequisite, we’ll obviously write that one up first.
Like Bleeding Critical, Deafening Critical plays with the same concept as one of Starfinder’s existing critical hit effects, so we need to include how to handle that interaction in our feat. Doing a copy-and-paste of our revised Bleeding Critical seems like a good place to start… but:
When copying-and-pasting, I discovered I thought the first sentence I have been using, that says you can add a critical hit effect to any attack you make, is not clear enough. Someone might decide that means even non-critical attacks get the benefit of the critical hit effect. I don’t think RAW supports that interpretation (critical hit effects have their own rules, which say they only kick in on a critical hit), but if you can remove potential ambiguity without bogging things down, or making it seem like you ALWAYS clarify every interaction (which suggests to some players and GMs that without a clarification the interaction should be read in the most permissive way, rather than in keeping with standard rules). you should. I go back an add “that is a critical hit” to the previous feats in the final archive of feats, and now use that language going forward.
DEAFENING CRITICAL (Combat)
Your critical hits cause opponents to lose their hearing.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: You can add the deafen critical hit effect to any attack you make that is a critical hit. If the attack already had a deafen critical hit effect, you may also permanently deafen the target on a critical hit if it fails a Fortitude save. The DC of this Fortitude save is equal to 10 + half your base attack bonus + your key ability score modifier. This deafness can be cured by regenerate, remove condition (greater), or any spell or effect which is capable of restoring life to the dead or states it cures deafness.
If the attack already has a non-deafen critical hit effect, when you score a critical hit you may apply its normal critical hit effect or the effect from this feat, but not both.
Tiring Critical is in many ways easier, because Starfinder DOES have a fatigued condition, but DOESN’T have any tiring critical hit effects of fusions. (As an aside, I think Fatiguing Critical would be a better name for this feat… but that’s not in the remit of our assignment, so I keep that opinion to myself. It’s not worth taking to our theoretical producer to ask for an exception, especially if they already insisted on having every name from the PF core rulebook in this project when we brought them Armor Proficiency (medium)).
TIRING CRITICAL (Combat)
Your critical hits cause opponents to become fatigued.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature. The fatigue ends as described in the condition, or can be removed by any effect that states it removes fatigue.
If the attack already has a critical hit effect, when you score a critical hit you may apply its normal critical hit effect or the effect from this feat, but not both.
That means we’ll tackle Exhausting Critical, and one more crit feat, tomorrow!
PATREON
Like all my blog posts, this is brought to you by the wonderful patrons of my Patreon! I’m happy to do this kind of Practical TTRPG Designer masterclass free to the public… but it’s only possible for me to take the time to do so if people join my Patreon and help me have the free time to write these things!
Developing To Spec: Part 8 -Blind and Bleeding
This is Part Eight of a series of articles looking at creating a set of Starfinder feats under specific constraints. (Which is continued in section b here, and section c here). The point of these is to offer practical examples of how I approach developing and writing supplemental rules for tabletop RPGs. Rather than just blather on about things as I think of them, I go over issues as I encounter them in a real-world example.
The goal of this project is to create the “Missing Starfinder Legacy Feats,” a Starfinder-compatible version of every feat in the PF core rulebook that doesn’t have an SF match. (We discussed the impact of having to do that, whether that’s a good idea or not, in Part One.)
You can find previous entries here — Part One, Part Two, Part Three, Part Four, Part Five, Part Six, Part Seven — or just the finished feats (as they are written) here.
While we were going through the PF core rulebook feats in order, when we ran into the first critical feat, we paused in Part Seven to look at all of those as a whole, and we tackled Critical Focus and Critical Mastery. Now, for the rest of this week, we can just write up the critical feats themselves, starting with Bleeding Critical and Blinding Critical.
Bleed criticals are already built into some weapons, and can be added with the bleeding weapon fusion, so we want to make sure a character who takes the Bleeding Critical feat doesn’t regret having a weapon that also has bleed — it’s thematically on point for the character to do so, in fact. Since there aren’t any existing critical hit effects that blind in Starfinder, and being blinded in Starfinder isn’t any worse than being blinded in PF, we can translate the Blinding Critical feat more directly, though still matching how Starfinder handles having multiple critical hit effects and making sure there’s a reasonable list of spells that can remove the blindness.
BLEEDING CRITICAL (Combat)
Your critical hits cause opponents to bleed profusely.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: You can add the bleeding critical hit effect to any attack you make. The bleed effect does 1d6 damage per round, +1d6 per 5 item levels of the weapon used, or per 2 spell levels if the attack is a spell effect, or +1d6 per 5 character levels if the attack is not made with a weapon or spell.
If the attack already had a bleed critical hit effect, you may instead use the bleed that does more damage (either the attack’s normal bleed effect, or the one granted by this feat) and increase the amount of that effect’s bleed damage by +1d6.
If the attack already has a non-bleed critical hit effect, when you score a critical hit you may apply its normal critical hit effect or the effect from this feat, but not both.
BLINDING CRITICAL (Combat)
Your critical hits blind your opponents.
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + half your base attack bonus + your key ability score modifier. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM’s discretion). Blindness can be cured by regenerate, remove condition (greater), or any spell or effect which is capable of restoring life to the dead.
PATREON
Like all my blog posts, this is brought to you by the wonderful patrons of my Patreon! Want more of this content? Want to suggest specific game systems, topics, of kinds of articles? All of that is only possible if people join my Patreon, help me have the free time to write these things, and let me know what you want to see!
Developing to Spec: Part 7-Critical Thoughts
This is Part Seven of a series of articles looking at creating a set of Starfinder feats under specific constraints. The point of these is to offer practical examples of how I approach developing and writing supplemental rules for tabletop RPGs. Rather than just blather on about things as I think of them, I go over issues as I encounter them in a real-world example.
The goal of this project is to create the “Missing Starfinder Legacy Feats,” a Starfinder-compatible version of every feat in the PF core rulebook that doesn’t have an SF match. (We discussed the impact of having to do that, whether that’s a good idea or not, in Part One.)
You can find previous entries here — Part One , Part Two, Part Three, Part Four, Part Five, Part Six — or just the finished feats (as they are written) here.
Running through the “missing” PF feats from the PF core ruelbook in order, we’ve run into our first critical feat, Bleeding Critical. And that means understanding how critical hits work in PF, and in Starfinder, and forming a plan for converting critical-focused player options from the one system to another.
Starfinder handles critical hits a bit differently than most previous d20 games. First, only a natural 20 on the attack roll is a critical hit–there’s no “threat range” where a roll of 19, or even 18 may count as a crit. Second, there is no “confirmation roll” (many d20 games require a second attack roll that also hits the foe’s AC to make an attack a crit). Thirdly, all damage is doubled — you never do x3 or x4 damage, and there is no category of damage that isn’t multiplied. And, finally, many weapons have critical hit effects — special effects (such as bleed damage, or setting a foe on fire) that only occur on a critical hit. In the vast majority of cases if a rule option gives a character access to multiple critical hit effects on a single attack, it also requires them to pick just one to apply. (There are exceptions to this, but they are rare.)
This series of changes means critical hits in Starfinder are less common, simpler to adjudicate, and often include more impact on combat that just doing more damage. Those impacts are all intentional, but it does mean that the design space for modifying how critical hits work has been significantly shrunk down.
So, when looking at critical feats from PF to convert over to Starfinder, we need to make sure we don’t violate any of the core ways Starfinder handles feats. We can play with the formula some, but we need to not change the value a feat gives to combat effectiveness, and not create rules with too much weight to be justified just on some feats.
So the first two critical feats we run into are Bleeding Critical and Blinding Critical. But since we know it can be useful to apply development consistently, it’s worth looking at all the critical feats to see if they can all be converted using the same design philosophy. So, they are: Bleeding Critical, Blinding Critical, Deafening critical, Sickening Critical, Staggering Critical, Stunning Critical, Tiring Critical, Exhausting Critical, and two related feats: Critical Focus and Critical Mastery.
Since we want to work with the critical rules within Starfinder we also go over critical rules in the core rulebook, and find that Improved Critical has been converted over, and gives a bonus to critical save DCs rather than expanding critical threat range. That saves us some work from converting the feat from PF, but it also takes one potential design choice for “missing legacy” critical feats off the table. We also note what critical hit effects already exist (in all the official Starfinder books, since we don’t want to duplicate or invalidate any official supplemental rule material).
Since Critical Focus is a prerequisite for all the critical feats in PF, it makes sense to try to convert that first, and use it as a prerequisite in the Starfinder conversions.
(As a brief aside, I don’t think there’s any need to create a sub-category of “critical feats” as a new descriptor of feats in Starfinder. They’ll all be combat feats, but none of the core rules are ever going to reference them since this is 3pp material, and they aren’t in the Starfinder Core Rulebook. As a result, we’ll need to include any special interactions we want in the feats anyway, removing the one benefit of having a new category of feats that all follow some universal rules).
Now in PF, Critical Focus gives you a bonus to your confirmation roll when you have a critical threat. That mechanic doesn’t work in Starfinder, but the *concept* of criticals happening more often is still a valid design space. Of course we know we can;t have a feat double the number of critical hits a player gets — that would quickly become the no-brainer go-to feat of number crunchers.
But Starfinder does have ONE example of making a critical hit effect more common–the plasma immolation soldier gear boost.
“You are expert at setting things on fire with plasma. If your attack roll with a weapon in the plasma category is a 19 (the d20 shows a 19), and the attack hits your target, the target gains the burning condition. The condition deals 1d4 fire damage if the weapon has an item level of 1st-6th, 1d8 if its item level is 7th-14th, and 2d8 if its item level is 15th or higher.”
AND that sit outside the normal restriction of one critical hit effect per attack. So, can we use that for Critical Focus?
CRITICAL FOCUS (Combat)
You are trained in the art of causing pain.
Prerequisites: base attack bonus +9.
Benefit: If your attack has a critical hit effect, when your attack roll is a 19 (the d20 shows a 19) and the attack hits your target, you may apply one critical hit effect from the weapon to the target. You do not also deal double damage, and any effect that would prevent a critical hit from effecting the target also works against this critical hit effect.
Special: If you have the plasma immolation gear boost, when using this feat you can activate that gear boost if your attack roll is an 18 and the attack hits your target.
That works pretty well. It can have the same flavor text as the PF version, and gives a character more critical hit effects, without doubling how often the character gets to do double damage. And we built in a benefit for soldiers with plasma immolation, so this feat doesn’t weaken the benefit of that class-specific gear boost.
Then looking at Critical Mastery, we see in PF it allows you to apply multiple critical feats to one attack. That doesn’t make a lot of sense for Starfinder, but since Starfinder does normally limit you one critical hit effect per attack, there is a similar design space available.
CRITICAL MASTERY (Combat)
Your critical hits can cause multiple critical hit effects.
Prerequisites: Critical Focus, gear boost class feature, base attack bonus +14.
Benefit: If your attack has more critical effects available to it than you are allowed to apply on a critical hit, you may increase the number of critical hit effects you apply on a critical hit by 1. For example, if you attack a foe with a weapon that has bleed, knockdown, and stagger critical hit effects, but you are normally required to select one when you score a critical hit, you may instead select two.
We aren’t being as restrictive on the prerequisites with Critical mastery as PF, since we are limiting it to people with a specific soldier class feature and a +14 attack bonus, rather than to 14th level fighters as PF does, but that’s in keeping with Starfinder’s less prerequisite-intensive feat system.
Okay, so since we’ve covered the broader critical hit feats, we can NOW go back and look at Bleeding Critical.
Tomorrow. 🙂
PATREON
This series of posts about my specific game writing and development process (along with concrete examples and Starfinder feats) is — like all my blog posts — is only possible if people join my Patreon, help me have the free time to write these things, and let me know what you want to see!
Writing Basics: How Much Will You Make?
New freelancers often wonder how much money they can make writing tabletop game material (or editing, or art, though those are different fields than where my primary experience lies). They’ll ask how they get paid, maybe inquire about a per-word rate, or flat fee, and think they are done, But knowing the per-word rate of a project is the beginning of figuring out how much you’ll make doing it, not the end.
And let me start by saying not everyone cares how much they make, and not everyone is going to depend on this money for their livelihood even if they do, and none of that matters when discussing what is reasonable to pay. Work deserves to be compensated, and you deserve to know how hard you are working for the money you make.
I don’t know that there is an “industry standard” for tabletop RPG writing. At this point in my career I am usually writing for 10 cents/word or a goodly cut of all income from a project. Over the past 20 years I have written for as little as 1 cent/word (counting only things that were non-charity, paid projects), and as much as 35 cents/word, but those are both outliers. (Before that I once took a project for 0.1 cents/word… I didn’t know any better. And that’s not my worst experience, to boot.)
Most people I am willing to work with pay no less than 3 cents a word, even to new writers. So, for purposes of this article, that’s the number I am going to go with.
But even knowing a project pays ‘3 cents a word’ doesn’t tell you how much you are making, until you know how many words it is, and how long that will take you, how many revisions you’ll be asked to make, and how long you have to wait to get paid.
If you can do 2,000 words in a 2-hour evening run? That’s $30/hour.
If it’s 1,000 words over 4 hours? That’s $7.50/hour.
But if revisions take just as long as the writing? Your hourly rate just got cut in half. And you’ll likely be paying self-employment tax (in the U.S. anyway, basically another 15% cut out of your income), and you won’t get any benefits as you would for a full-time hourly staff job, and if you have to wait until it’s published to get paid you may miss out on the potential for months of interest (whether by putting it in savings or paying off a credit card cost), or both.
Some of those answers you won’t know until the project is done. You can ask a company if they expect to request revisions (and definitely check your contract to see if it asks for revisions), and you can ask other freelancers what their experience with that company is in that regard (and on other issues too — it’s worth knowing if a company has a reputation for paying late, or killing projects, or changing the remit partway through… if you can, find fellow freelancers you trust and talk to them). But ultimately, any given project may be the exception to the general rule.
It’s also worth finding out HOW you are getting the money. By check? By PayPal (in which case, is a fee coming out of it, and if so who is paying that fee?) By international wire transfer from a different currency? Find out, and get it in writing. It can make a huge difference, especially if different currencies get involved.
The math is even more variable for things that pay your a percentage, and there are even more elements that can change things. Is your percentage of the cover price, or the cut the publishing company gets? this is a huge difference. for example, if it’s a $5 pdf on DriveThruRPG, and you are getting 25%, you need to know if that is 25% of the $5 cover, or 25% of the $3.25 the publishing company gets after DriveThru takes their 35% cut? Also, are you being paid off gross (all the money that comes in) or net (the profit, after all other expenses are paid), or some hybrid number (such as all the money the company takes in for sale price, but none of the money it takes in for printing POD copies or for shipping)? Are you paid monthly? Quarterly? For the life of the product, or just for the first year of sales?
And it wouldn’t be fair not to mention here that some publishers, writers, and pundits think percentage payments are unethical. I’m not one of them, as long as the freelancer is well-informed when making their decision. But I WILL say that since a percentage asks the freelancer to take more of the risk on the project (since sales could be dismal), I recommend only taking a percentage that you believe, based on your own market research, will on average pay more than the flat rate you would accept for the project. I take percentage projects myself fairly often, but am most likely to do so when I have more creative control. If I pitched the idea, or I am developing it to my taste, or it’s a case where a publisher has told me they’ll pay me for anything I ant to write (rare, but it has happened from time to time in my career), I am more willing to take the risk with the publisher, as opposed to when I am given a hard outline and have fewer creative choices to give input on.
On the question of how fast you write, that answer may not be the same for you for every kind of project. I can write new rules content and essays (like this one) MUCH faster than I can write long adventures. Short adventures seem to be an average between those two. Worldbuilding varies for me wildly–sometimes the ideas and descriptions flow easily, and sometimes it’s a grind. And the better I know a game system, the easier and faster all the writing is for it.
You should also make sure you aren’t having to spend money in order to do the writing for a project. Nowadays every company I work with will at least give a freelancer free pdfs of their material that is related to a project. but for licensed properties, this isn’t always as clear. I have had licensed projects I worked on that required me to have some geek encyclopedia not published by the company I was working for, and which they could not get me free copies of. I always increased my asking price by the amount buying such things would cost me, or made sure they were things I could borrow off a friend, or get from the library. If there are free resources, such as fan wikis, make sure your publisher considers them authoritative before depending on them.
You also have t consider if your writing project requires you to do any non-writing work that doesn’t pay any extra above the per-word rate. It’s extremely common for adventure writers to have to do sketches of maps of the locations within their adventures. Not final cartography, but maps with enough detail that the cartographer doesn’t have to make any decisions when rendering final version. This generally doesn’t result in any additional pay above the per-word rate, so if it’s 3 cents per word for 10,000 words plus three full-page map sketches, you are doing more work for the money than if you got 3 cents per word for 10,000 words with no sketches. You may also have to provide an outline, or multiple outlines, which create additional words you are writing you don’t get directly paid for. If the outlines are part of your normal process of writing that’s fine, but if they aren’t be sure to think about how long they took you when considering how much you earned.
It’s much less common, but sometimes publishers also want writers to do interviews, blog posts, marketing text, and so on. Some of those things you may see as career opportunities (the publisher likely isn’t making any money off you doing an interview with someone, and it can be good for your own visibility), but it’s worth knowing if those things are optional opportunities for you, or considered mandatory part of your job, which you should then count against the time it takes you to earn that assignment’s money. (Of course you don’t count any promotion you arrange for and do on your own against the money the publisher pays you — that kind of self-promotion is just part of being an active freelancer.)
Only when you know how much money you’ll get, how long it’ll take to get it, how long it took you to write a draft, how long you spent on revisions or outlining or mapping or art orders, and how long any mandatory promotions you engage in took, can you figure out how many hours you spent earning your per-word, royalty, or flat rate. You may not want to bother to do this with every project, but it IS worth tracking from time to time so you know if there are things that earn you more per hour, even if they have a similar or lower rate for the whole project.
And, of course, when talking about how much you can earn as a freelancer on top of knowing how much you make per hour, you have to figure out how many hours you can spend on it in a month, and then if you can fill all those hours with work at a rate worth your time.
But those are sub-topics for another week.
Sponsored By: The Know Direction Network!
Like all my blog posts, this one is supported by the backers of my patreon! In this case this post is specifically sponsored by the fine folks at the Know Direction network, who have podcasts, articles, news, and convention recordings about the game industry and general, and Paizo, Pathfinder and Starfinder in particular! “Pathfinder News, Reviews, & Interviews!”
Developing to Spec (Part 6): Applying Development Consistently (with Starfinder Missing Legacy Feats)
This is Part Six of a series of articles looking at creating a set of Starfinder feats under specific constraints. The point of these is to offer practical examples of how I approach developing and writing supplemental rules for tabletop RPGs. Rather than just blather on about things as I think of them, I go over issues as I encounter them in a real-world example.
The goal of this project is to create the “Missing Starfinder Legacy Feats,” a Starfinder-compatible version of every feat in the PF core rulebook that doesn’t have an SF match. (We discussed the impact of having to do that, whether that’s a good idea or not, in Part One.)
You can find previous entries here — Part One , Part Two, Part Three, Part Four, Part Five — or just the finished feats (as they are written) here.
Having tackled a lot of different feats with a lot of different kinds of issues to make them fun and useful parts of Starfinder, we now have a run of feats that need the same kind of solution as feats we’ve already converted. This is a good lesson on development as well — if you have a working solution for multiple issues, applying it consistently can be a big part of creating a fun, easily-learned, intuitive set of game rules.
So, we look at two new Missing Legacy feats today, and see how we can use ideas from earlier in the series to come up with Starfinder versions.
So, for Athletic we used the same development techniques as for Acrobatic in Part One.
ATHLETIC
You possess inherent physical prowess.
Benefit: When using Athletics to climb you do not need any hands free and are not flat-footed. When using it to jump you are always considered to have a running start and never fall prone at the end of your jump as long as you are conscious and not suffering condition that would prevent you from taking move actions. When using it to swim you must fail the check by 10 before you are forced to sink beneath the surface or singk deeper, and you are not required to make Athletics check to avoid nonlethal damage when swimming for an hour or more.
For Augment Summoning, we just had to adjust the feat to work with Starfinder rules and assumptions, similar to Arcane Strike in Part Five.
AUGMENT SUMMONING
Your summoned creatures are more powerful and robust.
Prerequisite: Able to cast the summon creature spell.
Benefit: Each creature you conjure with any summon spell gains a +2 enhancement bonus to attack rolls and damage, and 1 extra HP per HD for the duration of the spell that summoned it.
While there’s no guarantee we won’t run into brand-new kinds of problems in future feats (the XX Critical line of PF feats is about to hit us…), this is a good sign that we have reached a milestone in this project — we’re running into more and more things that we can apply existing solutions to. As we keep going through these feats next week, chances are it’ll be possible to keep these articles shorter and snappier.
WANT MORE?
Got questions about specific kinds of development or game rule issues? Want to suggest some other topic for me to tackle in-depth? Join my Patreon for just a few dollars a month, and give me feedback on the kind of content you want to see!