Developing to Spec: Starfinder Missing Legacy Feats (Part 2)
This is Part Two of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can find Part One here, or hop ahead to future posts (Part Three, Part Four), or just the finished feats (as they are written) here.
So yesterday in Part One we discussed what to do if you have a developer/writer job to take on you don’t think is a great idea, and how to work to make it a great idea.
To serve as our example, we’re creating the “Missing” legacy feats for Starfinder, taking every PF core rulebook feat that doesn’t have a feat by the same name in SF, and writing a new version.
So far, we’ve done Acrobatic and Acrobatic Steps (see part One for a detailed discussion of that).
And now, we have to tackle Agile Maneuvers.
In PF, this feat allows you to use your Dexterity when calculating your CMB (combat maneuver bonus). Our problem? In Starfinder, we don’t USE CMB, and we don’t want to give bonuses to combat maneuvers based on Dexterity, because there are already ways for a character to do that.
So, again, we need a different benefit with the same name and a similar niche. So, we need to read the rules again.
Going over combat maneuvers in Starfinder, we see they are a standard action. That’s it, no way to make multiple combat maneuvers as part of a full attack. Well, okay then! Let’s run with that as a place to make our new feat. (This kind of “place where the rules leave room to do multiple different kinds of things that are balanced and interesting” is sometimes referred to by game professionals as a game’s or concept’s “design space.”)
So let’s see what that might look like.
You’ve learned to leverage your quickness when attempting complex maneuvers in combat.
Benefit: When you take a full attack action, you can make a melee combat maneuver in place of one or more of your attacks. The combat maneuver takes the same penalties to its attack roll from being part of a full attack as the attack it replaces would, as well as any normal bonuses or penalties related to being a combat maneuver.
So, this is designed to only work in melee (on purpose–ranged combat maneuvers are rare but already a big advantage over melee combat maneuvers, and giving characters who focus on melee in Starfinder new options generally has less impact on the play space, and encourages creative and mobile tactics). It also works with abilities that improve your accuracy when making multiple attacks in a round (which is good–combat maneuvers are hard enough unless you’re a specialized taclash-wielding skittermander), but doesn’t break any of the game’s underlying combat math.
That brings us to Alertness as a feat… which has the same problems as Acrobatics as an unneeded feat in Starfinder. So, again, we need to read the relevant section of the Starfinder rules to look for a new design space, and that runs us right into the states of awareness. Which seems ripe with design space, but…
Here’s one of the places where being aware of the issues found in a game as it is played is important. The states of awareness already confuse, confound, and annoy a lot of GMs and players. We CAN build on it if we need to — it’s a functional and official part of the rules — but it’d be better if we can find some design space more easily utilized by a bigger portion of the target audience.
(Full disclosure–I helped with those states of awareness rules. Mea culpa. A rewrite is something I keep thinking about… but not for this project.)
So, time to do a search for “Perception Checks” and “Sense Motive.”
There are rules on Perception while asleep. It’s not much, but it’s not nothing. Having an alertness ability mean you don;t take -10 to Perception checks certainly feels appropriate. Sense Motive has an option to sense mental effect, which normally takes a minute. Allowing that to be done in one round might not be bad–but it also might spoil adventures specifically designed to make sure you can’t interact with someone for a full minute. We can cut it down to half a minute maybe, but that’s not much of a benefit, even coupled with the sleep benefit. Similarly, adventures can be ruined if it’s too easy for a character to call out a lie.
But there ARE less adventure-ruining used for Sense Motive, to oppose Bluff uses such as diversion, feint. While we normally don’t want to play with the math in Starfinder, if it is tightly limited to specific events, it can work.
So, our new Alertness.
You often notice things that others might miss.
Benefit: When asleep, you take only a -2 penalty to perception checks, rather than the normal -10. Additionally, you gain a +5 bonus to Sense Motive checks to oppose Bluff checks to create a distraction, and your Sense Motive bonus is treated as 5 higher for Bluff checks made to feint.
And that brings us to Alignment Channel, which, woof.
But we’ll tackle it next week!
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? Join my Patreon and let me know what you want to see!
And every little bit helps. Even if you can’t support me with just dollar a month right now, you can share the link to my Patreon with your friends, and on social media. I promise, it makes a difference. https://patreon.com/OwenKCStephens
Posted on October 11, 2019, in Game Design, Starfinder Development and tagged #Microfeats, Development, feats, Game Design, gaming, Geekery, Pathfinder First Edition, Starfinder. Bookmark the permalink. Leave a comment.