Monthly Archives: October 2019
Developing to Spec (Part 5): Corner Cases (with Starfinder Missing Legacy Feats)
This is Part Five 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 — or just the finished feats (as they are written) here.
We’ve tackled a lot of PF feats that would be useless or annoying if translated directly into Starfinder, using methods ranging from exploring alternate design spaces within the same rule systems to creating brand-new benefits that are at most vaguely conceptually connected to their PF versions. Today we get one really easy feat — Arcane Strike — and one really difficult one — Armor Proficiency (Medium).
Let’s start with the easy one.
While Arcane Strike doesn’t exist in Starfinder the core concept–take an extra action, do extra damage, actually works just fine. Even the scaling of +1 damage, going up to +5 at 20th level, it okay. There are only really three issues. First, if we leave it a swift action, you could use Arcane Strike and the boost special weapon property in the same attack on the same weapon, and unlike PF, Starfinder has lots of multiple-target, area-affect weapons. Those two things together (use a swift and a move to add Arcane Strike and boost to an area effect weapon) are “corner cases” — they don’t apply to the most common types of attacks — but the result in those cases might be too good to just translate the feat directly.
However, if we switch the swift action of PF Arcane Strike to a move action for the Starfidner version, we prevent double-dipping, and essentially have a simple version of boost spellcasters can add to the area weapons they tend to be proficient with.
The third issue, which is a bit less of a corner case, is that operative melee weapons and small arms already have some significant enhancers within the game. So much so that they are limited to smaller damage dice and half the damage bonus from Weapon Specialization. Which suggests half the benefit of an extra action will cover that issue.
So:
ARCANE STRIKE (Combat)
You draw upon your mystic power to enhance your weapons with magical energy.
Prerequisite: Ability to cast spells as a class feature.
Benefit: As a move action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction and damaging incorporeal creatures. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. If the weapon is an operative melee weapon or small arm, it gains half the normal damage bonus (minimum +1).
And that brings us to Armor Proficiency (Medium). Which doesn’t exist in Starfinder… because Starfinder doesn’t have medium armor. If ever there was a case to go back to your theoretical boss and ask for an exception to the rule that every feat in the PF core rulebook has to be given a Starfinder equivalent, this is it!
So, let’s assume they said no. You HAVE to include this feat. What are our options.
Well, you could add medium armor to Starfinder. But if we compare the weight of those rules to the benefit for a single feat, it’s clearly not worth it.
That leaves us in a pickle. There’s no good design space, and there’s no justification to create a new design space just for this one feat. So, how do we fulfill our mandate that REQUIRES us to include this feat?
If you can’t make something that’s awesome, at least try to make something that isn’t harmful.
In this case, we clearly need something that’s better than just light armor proficiency, but not the same as heavy armor proficiency. We could do something that gives you some of the benefit of heavy armor proficiency, but not all of it. But then we need to add at least some minor additional benefit, because otherwise you could just grab Heavy Armor Proficiency. So we could let you use powered armor too, though not to its full benefit. And then we’d have to detail what happens if you DO become fully proficient with heavy armor…
Sigh. It’d be so much easier to just not do this, but a remit is a remit.
ARMOR PROFICIENCY (MEDIUM) (Combat)
You have some training with heavy and powered armor, but have not mastered them completely.
Prerequisite: Proficiency with light armor.
Benefit: You can use heavy and powered armor as if you were proficient with it, but take a -2 penalty to all attack rolls you make while doing so. You are not considered to be proficient in heavy or powered armor for purposes of any prerequisite.
Special: If you gain proficiency in heavy armor and have a base attack bonus of +5 or more, this instead becomes Powered Armor Proficiency.
That’s… not terrible. If you lack the Strength minimum needed for heavy armor but really wanted to wear it and didn’t care too much about attacks, it could be useful. Or, if you have a feat that you WANT to use to get Powered Armor Proficiency but can’t because you don’t have the needed base attack bonus yet, you could take this and then upgrade when you can. Those are also corner cases–most characters won’t fall into those categories–but since anyone else can just ignore this feat, that qualifies for not doing anything harmful to the game balance.
PATREON
Like all my blog posts, this is brought to you by the wonderful patrons of my Patreon! If you want to see more of these types of instructional how-I-do-the-work-of-a-professional-RPG-developer, or any other of my kinds of content, please join my Patreon to support their creation and let me know what you want to see!
Developing to Spec (Part 4): Creating New Mechanical Benefits (with Starfinder Missing Legacy Feats)
This is Part Four 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 — or just the finished feats (as they are written) here.
We’re done Acrobatic, Acrobatic Steps, Agile Maneuvers, Alertness, Alignment Channel, and Animal Affinity. And that brings us to Arcane Armor Mastery and Arcane Armor Training.
And a brand new problem.
Both Arcane Armor Mastery and Arcane Armor Training are designed to allow characters with arcane spellcasting to overcome the penalty of arcane spell failure when wearing armor. But Starfinder doesn’t differentiate between arcane spellcasters and any other kind, and doesn’t have any arcane spell failure mechanism. These PF feats interact with two sets of rules Starfinder doesn’t have! As a result we can’t just use the trick we did for Acrobatics and Alertness, and look for design space in the SF rules to match the intent of the version of the PF feats.
So, we’re going to have to make up some entirely new benefits, guided by little more than the feat names and the kinds of PF characters who might take the feats.
Every class in Starfinder has access to proficiency with light armor (to date, anyway), and none of the spellcasting classes (again, so far) have access to heavy armor. But there’s no problem spellcasting in heavy armor — the classes just aren’t proficient with it. And it’s easy enough to get proficiency, with a feat or multiclassing, so that’s not likely a fruitful direction for developing an SF version. On the other hand, it means any feat we create tied into light armor is accessible to all spellcasters.
That givens us a where or when for bonuses for these feats, but not a what. Worse, since we know we have to do both Arcane Armor Mastery and Arcane Armor Training, we need a bonus that can scale up, or two related bonuses. And, we need them to not give the kinds of numerical bonuses that can break the game math in Starfinder — just having Arcane Armor Training give you +2 if you can cast spell and are wearing armor, and Arcane Armor Mastery give you a +4, won’t work. they’d immediately be the go-to of any spellcaster, and might even convince soldiers to take one level of technomancer just to qualify for them.
But just because Arcane Armor Training gives spellcasters access to better mundane defenses in PF doesn’t mean it has to do the same thing in Starfinder. We could, in fact, have the feats not be training in armor for arcane characters, but training in arcane armor for any classes.
Viewed through that lens, we can decide the feats give you bonuses only against spells and spell-like abilities. That’s a much narrower field than a bonus to all ACs, but still makes sense with the names, AND is still appealing to fighting-casters who might have wanted the PF version (though we are opening it up to a broader group, potentially).
While we can’t hand out universal bonuses without risking imbalance, we can create situational benefits a player can call on from time to time, especially if they have a cost. So, what we need are defensive benefits, tied to armor, against spells and spell-like abilities, with a cost. Since we are designing for Starfinder, it seems a good idea for that cost to involve Resolve Points, and t make sure it’s useful but not a no-brainer, we should limit it’s uses.
And that leads us to these.
ARCANE ARMOR MASTERY
You can focus mystic energies into your armor, creating a powerful beneficial magical talisman.
Prerequisite: Arcane Armor Training, proficiency with light armor, Mysticism 9 ranks.
Benefit: When you expend your arcane armor talisman to reroll a saving throw, you roll 2d20 and take the higher of the two results.
ARCANE ARMOR TRAINING
You can focus mystic energies into your armor, creating a beneficial magical talisman.
Prerequisite: Proficiency with light armor, Mysticism 1 rank.
Benefit: You can take one minute and expend on Resolve Point to create an arcane armor talisman in one upgrade slot of your armor. You can only have one arcane armor talisman in existence at a time, creating another one automatically causes any existing ones to fade, and your arcane armor talisman only works for you and only when you are wearing the associated armor. While your arcane armor talisman exists, you cannot recover the Resolve Point used to create it.
When you fail a saving throw against a spell or spell-like ability, as a reaction you may expend your arcane armor talisman and reroll the saving throw.
.
Tomorrow we’ll take on Arcane Strike and… Armor Proficiency (Medium)?
PATREON
Like all my blog posts, this is brought to you by the wonderful patrons of my Patreon! If you want to see more of these types of instructional how-I-do-the-work-of-a-professional-RPG-developer, or any other of my kinds of content, please join my Patreon to support their creation and let me know what you want to see!
Developing to Spec: Judging Rule Weight (with Starfinder Missing Legacy Feats) (Part 3)
This is Part Three of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can find Part One here, Part Two here, hop ahead to Part Four, or just the finished feats (as they are written) here.
So last week in the first two parts 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 examples, 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.
And now we are up to Alignment Channel. And that deserves a discussion on rules weight.
Rules weight is my own term for the impact a rule has on the ease, flow, and fun of a game. Rules weight isn’t necessarily bad — a good “heavy” rule that opens up lots of concepts and play space can be worth the time it takes players and GMs to learn, understand, and apply it. For example, the fact that kinetic attacks target Kinetic Armor Class and energy attacks target Energy Armor Class in Starfinder has a fair amount of rules weight behind it. Not only does that core concept need to be understood, but it impacts things such as changing the damage type of an attack not changing what it targets, needing to be careful to note if bonuses apply to all AC in general or just EAC, and so on. But it also opens up interesting design space, such as allowing energy weapons to in general do a bit less damage, but be more accurate. It’s design weight is worth the benefits.
OTOH, I was once developing a trap a freelancer had written that added complex rules on how much you failed a disarm attempt varying the amount of damage the trap did, and how much applied to the contents, and had a sidebar to explain the whole thing. It was balanced and made sense. It was also in an adventure, used only once, and unlikely to ever becomes a standard rule subset for that game system. When GMs ran into it, they’d have to learn a whole subsystem just to run a single element of one encounter. No matter how much it made sense, the rules weighed too much for their benefit to the game. I changed it to a flat amount of damage if you failed a disable check badly enough.
I mention all that, because Alignment Channel in Pathfinder is its own rulesubsystem, with its own weight, that lots of different things tie into and multiple classes can access. In Starfinder, we instead have only the healing channel class feature of the mystic, and it’s single augmenting feat, Harm Undead.
So we COULD introduce a whole, broad set of energy channeling rules and ways for various classes to access them and try to build the concept into something as robust as the Pathfinder version… or we can just borrow from Harm Undead and keep things working in a way Starfinder players who might interact with these should understand.
In this case, I think the latter choice is much smarter.
ALIGNMENT CHANNEL
You can use your healing channel to harm creatures with a specific alignment subtype.
Prerequisites: Healing channel connection power, mystic level 1st.
Benefit: Select one of the following alignment subtypes: chaos, evil, good, law. Your alignment cannot include any aspect of the selected subtype. When you use your healing channel, you can expend a mystic Spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all foes in the area with the selected subtype. The foes can attempt a Will save for half damage, at your usual connection power DC.
And that brings us to Animal Affinity, which has similar issues as Acrobatic, which we discussed back in Part One of this series. We could just look for ways to expand the Survival skill when dealing with animals (since it covers both Handle Animal and Ride in Starfinder, the two things Animal Affinity gives bonuses to), or we could investigate what design space might be available.
The third Starfinder Alien Archive has companion creature rules. These obviously have a good deal more rules weight to them than just adding some benefit to the use of a skill, but that weight opens up a whole range of new character concepts, and the rules are optional and open to any character. As long as we write rules that doesn’t add much more weight on top of the creature companion rules, and won’t be encountered outside of them, this may create a more interesting option for players.
ANIMAL AFFINITY
You can easily direct an animal you have taken as a companion.
Prerequisites: Creature companion of the animal type.
Benefit: As part of any standard or full action you take, you can also grant an action to your animal creature companion as if you had taken a standard action to do so. You cannot do this the same round you use any other action to grant your creature companion another action. Once you have used this ability, you cannot do so again until you have expended Resolve Points to regain Stamina Points after a 10-minute rest.
Which brings us to Arcane Armor Mastery… which has it’s OWN set of problems, and we’ll tackle them tomorrow!
PATREON
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The AssassiNations
The AssassiNations is a conceptual paradigm, a rough description of a secret world and their rules and rulers, designed for use in TTRPG campaigns where something a step more involved than just secret societies is desired.
AssassiNations
The AssassiNations are non-territorial governments that rule over populations of secret societies and superhuman clans, ruled with an iron fist by the Erebocracy and it’s regimented laws known as the Canon. They are also one of the least closely-guarded secrets in the world.
Nearly all classic world powers are aware of them. In most service industries between 10-15% of the members know enough to avoid violating the Canon, but that goes up for many fields such as train and bus employees, hotel concierges, sex workers, smugglers, and mercenaries. More than 3/4 of the cabbies in New York City are formally Read In, even if they are mostly nonpartisans.
Despite nearly 10% of the world’s population having some level of familiarity with the AssassiNations, that knowledge does not spread. No one who does not need to know is told, and this rule is very rarely broken. In part, this is because the Erebocracy forbids such revelations, and rules over the greatest sects of secret killers, spies, and double agents the world has ever known. And partly, it is because it’s better for everyone that way.
The AssassiNations are a solution to the problem of there being more than one clade of person in the world. While the classic governments of the world are sufficient for most people, there is a second kith of people with extraordinary abilities. They have been called many things over the eons–Argonauts, fey, djinn, even demigods. The next step in human evolution. Aliens. What is important is that the Shadowbreed exist, and are capable of acts of reasoning, endurance, resilience, accuracy, and strength literally impossible for typical humans.
The Shadowbreed vary between 2-15% of the human population, and are found in every nation, every ethnicity, every culture. If they are a different species, they are as broad and varied as humanity itself. If they are a mutation, they are one that does not seem to be spreading. If they are sidhe, they lack the vulnerabilities legend suggests they should possess.
The AssassiNations themselves are often strongly tied to their native cultures, though they evolve and adapt and adopt as any culture does. Whenever a territorial government or group explored, conquered, committed genocide, there were Shadowbreed AssassiNations present on both sides. Once, they warred in near-open conflicts, many of which are the source of ancient mythology. But with the rise of the Erebocracy and it’s Canon, their conflicts are much more regimented. Choreographed. Secret. Quiet.
Canon dictates no single conflict may include more than a dozen Shadowbreed without Ereborcracy sanction. Sanctions are generally in the form of contract hits, laying a price on the slaying of a rogue Shadowbreed that any member of an AssassiNation can claim. No one who is not Read In is ever to be involved in any AssassiNation business or conflict, and only regional Triararchs and their sworn Liturgies can read anyone in. Anyone not a formal member of an AssassiNation is nonpartisan, not to engage in violence against Shadowbreed, or be a target of it.
All AssasssiNation services, known as Custom, as available only to those in good standing with the Ereborcracy. Custom is paid for only in Blood Gold, red coins only the AssasiNations mint or use, and any single Custom has a cost of a single Blood Coin. Custom includes the creation of things that might be seen as “magic” by those who do not know the ancient techniques and materials used to craft them. Business suits of dyed golden spider thread, stronger than steel. Secret therapies of bacteriophage, custom-designed nanite-controlled hormones, and fungal skin grafts. Combat caseless ammunition that pack 100 flechettes into a common-looking pistol. AI programs that truly can extrapolate new information from security cameras to create pictures of events that happened just offscreen. There are limits to Custom Craft, but they are not the limits of the rest of the world.
Specific locations are declared Moresnet — neutral zones where violence of any kind is forbidden. These include the headquarters of every AssasiNation, most churches and temples, and a significant number of hotels, pawn shops, bus stops, ships, and cemeteries. Most Moresnet are overseen by a Castellan, who within that single space is equal in rank to a Triararch, and is considered the match for a Liturgy even outside their domain. The Ereborcracy anoints Castellans, but cannot remove their title. It can, however, suspend the sanctions of anyone violating the neutrality of their Moresnet, and even place a price on their head. But only for 72 hours — if a Castellan has not been killed or forced to capitulate within that time, their authority and sanctuary within their Domain is maintained without further Ereborcracy interference for no less than a year and a day.
No action by a Shadowbreed may ever expose the Ereborcracy, the AssassiNations, the Canon, or any element of the careful balance of this shadow world. As needed Triararchs can Read In non-Shadowbreed for the purpose of maintaining the ability of the AssasssiNations to function and fight among themselves, but any that abused this power will be sanctioned.
PATREON
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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.
AGILE MANEUVERS
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.
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!
PATREON
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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
Developing to Spec: Starfinder Missing Legacy Feats (Part 1)
This is Part One of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can find other entries (Part Two; Part Three; Part Four; Part Five; Part Six; Part Seven; Part Eight; Part Nine; Part 10 a, b, c, d; Part 11 a, b, c, and d; Part 12 a, b, c, and d; Part 13), or just the finished feats (as they are written) here.
The point of these is to offer practical examples of how I approach developing and writing supplemental rules for tabletop RPGs. “Developing to Spec,” as it were. Rather than just blather on about things as I think of them, I go over issues as I encounter them using a specific Starfinder-related project as a real-world example.
The job of a freelance game developer (or writer) isn’t always to do the thing you think is the best, or the most fun. Sometimes, it’s to do the best, most fun version of the thing you are being paid to create. You may think that core idea is a bad one, but if you agree to do the job, you are agreeing to fulfill its design goals. You can (and should) suggest the design goals might not be good ones (you are being paid for your opinions and talents, by all means be a strong advocate for your opinion), but in the end the people paying you deserve to get what they ask for if they aren’t convinced by you.
And there absolutely CAN be good business reasons to do a product that has a concept that isn’t the most fun, or more useful addition to a game. If you have moral or ethical objections to that concept, the right answer is to refuse to do it at all. If you just think it’s not a great idea, and you agree to do it, your task is to make the best version of that product you can.
Sometimes, the results can surprise you.
So, let’s look at some concrete examples of developing an idea that, at least at first blush, isn’t fun or smart.
Let’s do the Starfarer Missing Legacy Feats.
Here’s our remit: Create Starfinder-compatible versions of all the feats that are in the PF Core Rulebook, but not in the Starfinder Roleplaying Game.
There are some obvious issues here. the two games are different, despite sharing a lot of the same DNA. And many feats are “missing” because they’ve been simplified or replaced. In fact, we run into this issue with the VERY first “missing” Legacy feat: Acrobatic.
Acrobatic is one of the PF feats that gives you +2 to two skills: Acrobatics and Fly. There’s no need for that feat in Starfinder, because Skill Synergy covers it and more. (And the skill DC math is different, the bonus structure is different, and there’s no Fly skill, and… lots of reasons, but Skill Synergy is the most obvious).
So, we are required to have an Acrobatic feat, and it’s a terrible idea for it to do the same thing. So, as a developer or writer where do we start? Well, I always like to go read the rules we’re dealing with, so it’s time to read Starfinder’s Acrobatics skill.
Here we see the skill has 4 tasks: balance, escape, fly and tumble. We don;t want to give numerical bonuses to any of those (because that would interefere with the balance of skill DCs in the game), and we want to give benefits that feel ‘acrobatic,’ and apply to both being acrobatic and flying.
Looking at fly first, we see you normally have to take a move action to hover, or if you have perfect maneuverability you can do it without making a check, or as a swift action if you make a check. But taking a swift action still prevents a full action in Starfinder. So, here’s a place we could have a benefit — allow you to hover as if you had perfect maneuverability even if you don’t, and allow you to hover without using any action without making a check if you do have perfect maneuverability.
So, that means we need some similar benefit for one or more of balance, escape, and tumble.
With balance, you need to make a check if you take damage, so we could allow someone with this feat to ignore that requirement.. but that’s pretty corner-case so more is needed. Escape is a standard action, or a minute for restraints, so we could make that faster. Tumble requires you to not be encumbered… but that makes sense. It also requires you to move at half speed as a move action, so there’s a place we can give some benefit for the feat.
And as a last step, we need to check all other feats and class abilities to make sure none of them already do the things we are now considering making feat benefits.
Then, we pull the whole thing together, as follows:
ACROBATIC
You are particularly talented at balancing, flying, and tumbling.
Benefit: When using the Acrobatics skill for the following tasks, you gain the listed advantages.
Balance: You do not have to make a skill check to maintain your balance if you take damage.
Escape: You can attempt to escape from a grapple or pin as a move action. You can attempt to escape from restraints in half the normal time.
Fly: If you do not have perfect maneuverability, you can attempt to hove as if you did have perfect maneuverability. If you do have perfect maneuverability, you can hover without making a check and without taking an action to do so.
Tumble: You can make an Acrobatics check to tumble as part of any action in which you move, and do not have to move at half speed to do so.
So those are all situational, minor benefits–but there are four of them, they are all linked to the same skill, and none of them alter the balance of skill check math in the game. Overall, not a bad feat!
Next comes Acrobatic Steps… which is built on Nimble Moves. Starfinder has a feat called Nimble Moves, which is better than PF’s Acrobatic Steps, but our remit requires us to create Acrobatic Steps, so…
ACROBATIC STEPS
You can easily move over and through obstacles.
Prerequisites: Dex 15, Nimble Moves
Benefit: As long as you are not encumbered or overburdened, you ignore the effects of difficult terrain.
Which brings us to Agile Maneuvers, which has a similar, but potentially more complex set of issues. Which we’ll tackle tomorrow!
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Shield Traits for Pathfinder 2e
One of the unified systems in the second edition of the Pathfinder Roleplaying Game is a set of weapon traits that make specific fighting styles work differently from one another without having to depend on special class features or unique rules that apply to only a single weapon.
That same idea can easily be applied to shields, allowing all the common shield types and options to apply to some of the specific kinds of shields that evolved in the real word to meet specific fighting styles’ needs.
For example here are to Applied Kite Traits, designed to be applied to several different types of shields, allowing specific shields used by cavalry forces in the real word to function without special class features or skill uses.
A shield can only have one Applied Kite Trait, and that trait must be selected when the shield is crafted.
Bouche: A bouche shield has a series of ridges and notches along the top and one side that allow a mounted wielder to brace a lance on the shield. While wielding a bouche shield, you gain access to the set lance action.
A buckler, wooden or steel shield can have the bouche trait. This increases the cost by 1 gp, and reduces hardness by 1.
Set Lance [1 Action]: The next attack you make with a lance before the end of your turn does damage dice as if you were holding the lance 2-handed. You must be mounted and be wielding a lance in one hand to take this action.
Bouch Shield
Kite: A kite shield has a wide, rounded top and tappers down to a point. It is a long shield, normally running 3/4 to 4/5 the height of the user.
When you take the Raise a Shield action with a kite shield while mounted, your mount also benefits from the increase to AC. If you have access to the Shield Block reaction, you can use it to defend your mount from a physical attack, rather than only when you would take damage from a physical attack.
A wooden, steel, or tower shield can have the kite trait. This increases the cost by 1 gp, and increases the bulk by 1.
Kite Shield
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Career Planning. “Now What?” (Part Two)
I’m at a major crossroads in my career, and not one that looks like I expected it to just a few weeks ago. So, I ask myself an important question in this second post of two on Career Planning (you can read Part One here).
We covered step 1, process your new reality, and step 2, review. So that brings us to:
3. Look Forward
I often open advice sessions with other people with “Where do you want to be in two years?” It is, for me, a perfect amount of time. Far enough ahead that you can discount immediate but temporary inconveniences such as a sprained ankle or massive looming deadline, close enough that you can visualize the time between now and then. For other people different timeframes might make more sense, but my 5-year plans very rarely go anything like as planned, and when looking forward 6 months or less I am often skewed towards immediate issues that aren’t necessarily representative of what I am going to face in general.
So, where do *I* want to be in 2 years? As I make a list of those things I find, unsurprisingly, that a lot of them involve money.
And money involves a budget.
Budgeting isn’t any fun, but it’s a crucial part of a freelance career. If I am going to successfully reach any of my goals, many of which involve things like buying a house and paying off student loans, I have to be able to account for more than just my immediate bills. Freelancing if often filled with feast-or-famine incomes, where you get paid for several things over the course of 2-3 weeks, and then nothing to speak of over 2-3 months. It’s important to do more than just cover the rent and groceries. You need to be able to sock away for emergencies, long-term needs, even retirement.
That just isn’t likely to happen without a budget.
You also need to consider what skills and contacts you should improve to meet your two-year goal, whatever it is. Do you want to have a published novel? Then you better both be writing is NOW, and talking to anyone you can about how to get it published. Want to have your own game company? I recommend working as an assistant to someone else who has one, so you can learn the ins and outs by watching and helping, before you have to figure it out by doing.
The review is also the time to have an honest talk with yourself about what your weaknesses are. Are you bad at adventure writing? You can either plan to just avoid having to do that, or to get better at it, but you won’t know that’s something to take into account unless you are aware of it as a weakness.
You also need to be realistic about your strengths and weaknesses. Impostor syndrome is rife in this industry… as is the Dunning–Kruger effect. Combating those in yourself is tricky–it’s always easier to see bias in others rather than yourself. I recommend both trying to describe how you would expect someone who gets the kind of work and responses you do objectively to see at least ho you are seen by others, and to ask people you trust who are more successful than you to give you their honest assessment of your pros and cons.
The whole point here is to be able to look forward from a grounded place of information about yourself. You don’t need to beat yourself up or gild your own laurels, but if you don’t have a rough grasp of where you ARE in your career, it’s very tough to plan a course forward.
It may be worth considering what kinds of jobs you have already done and think about which ones you’d like to do more of. My article “Developer? Designer? Who is the What Now?” may be helpful for thinking about different kinds of tasks within the writer end of the TTRPG industry. If you are more focused on art, editing, or business and planning, those are still useful distinctions to know, but you should consider what kinds of sub-divisions your own career has revealed.
Try to boil all your “looking forward” ideas in 3-5 bullet-points of 1-2 sentences each. If two bullet points look similar, see if you can blend them into one slightly broader bullet point.
My first run at that list of ideas looked like this. I offer it only as an example — your list should definitely look different, based on where your career is, and where you want it to go.
*Make enough money to cover more than just the necessities, including health care, buying a house, retirement planning, and the occasional vacation.
*Expand my professional skillset to be able to take advantage of any text-based or business-related aspect of the game industry, including working in different game systems, being a manager, and overseeing licenses.
*Build my online and social media presence to make it easier to directly reach fans and potential employers, possibly including doing more videos, streaming games, and redesigning my website to be more modern.
*Build income streams separate from per-word writing, possibly including growing RGG, doing more royalty-based projects, and patron support (such as my Patreon, which supports this blog and gives me time to write things like this article-Join Now!)
Now that you have an idea of where you are, and where you want to go, it’s time to:
4. Make Plans
This is going to be one of the vaguest sections of this article, because your previous steps should already be leading you to a different destination than mine–possibly a different destination than I could even think of. So making plans to get you from where you are to where you want to go in your career should look very different than getting me where I want to go. But I do think there’s some high-level advice that can still be broadly useful for making plans.
The first is: schedule your time, then fill it.
It’s very temping to do this the other-way ’round: to find things to do, and then go looking for time to get it done in. And at a casual or hobby level, that’s fine. If you mostly want to just post a few articles on free sites and occasionally get paid for a bit of work that drops in your lap, you probably can just schedule things as they come along. There’s nothing wrong with that by the way–I strongly suspect more TTRPG words get written each year by people who enjoy it as a hobby than those who see it as a side-gig or want it to be a full-time career.
But in my experience, if you want to step beyond that, you’ll eventually need to do the hard work of carving out time from everything else, and then filling that time. If you don’t have enough work to fill the time you set aside? Then it’s time to use the spare time to work on some RPG Pitches. If you don’t have enough time set aside to do all the work you’ve gotten?
Then it’s time to take a hard look at whether you need to set aside more time, write faster, or work less. For any of those answers, you may end up trying to Survive on 5 Cents/Word (or Worse). Good luck, sincerely.
As you set aside time, make sure some of it is saved for making contacts, pitches, and seeking better opportunities, and that includes opportunities for self-improvement. Work and learning opportunities may just fall into your lap sometimes, but there’s almost always more work you can get if you go hunting for it, and that often includes better options. If you want regular income, for example, you may need a regular gig writing articles, or running a Patreon, or being a part-time contract employee of a game company. Some of those things you can set up yourself, but that takes time too.
This is often the hardest part of planning a career. While there are now formal education opportunities to get involved in gaming (and not all of them are focused on computer games, and many of the skills are fungible even so), nearly everything I know about being a game industry professional came from working with people smarter, more talented, and more experienced than I was. My time on-staff at Wizards of the Coast, Green Ronin, and Paizo taught me there is something I can learn from everybody in the industry, even people with much less experience than me. I needed to be open to the opportunities to learn from them, and that often required I take the time to consider why they wanted to do something differently than I planned to. Yes, deadlines are often tight and there is a time and a place to be a strong advocate for your own vision and experience, but never let that cheat you out of a chance to learn a new resource, skillset, hard-learned lesson, or even just a new point of view.
So, look not only at what work you can do, but what doing that work may mean in terms of advancing your career. There are people in this industry I will always work with if I can, because I always learn from them. I try to challenge myself to take on things that put me out of my comfort zone, and set aside extra time to get those uncomfortable things done.
Sometimes that means an opportunity doesn’t pan out, and that can be especially painful if you gave up something stable for it, and/or were depending on it for a major part of your income. It’s good to note these things (like in future rounds of processing and reviewing your new reality), but it’s not a reason to not try new things. You’ll need to balance potential risk with possible reward, and I can’t tell you how much risk to take for what reward level. Just be realistic with yourself, and never take a risk you can’t survive going badly if you don’t have to.
So, with those steps in mind, what am I looking at for plans to carry my career forward? I’m not going to go into ever deep detail, for obvious reasons, but I think it’d be a bit of a cheat not to wrap this up with some concrete examples of where this process has lead me. So:
I’m the Fantasy AGE developer for Green Ronin. This is a part-time contract position, working with some of the smartest and most experienced people in the TTRPG industry, and it’s a stable source of some income every month. That hits a number of my goals, from working with new game systems to being around people who can help me be better at a wide range of TTRPG industry tasks. I’ll be looking for more similar opportunities, but I am super-stoked at making this part of my long-term success.
I’m focusing more on my Patreon, including posting a new goal promising videos and bonus content if it hits $1500/month. It was, to be honest, extremely scary for me to consider a $1500 goal, but my $700+ goal having been met, I have to take that risk. And if it turns out the public doesn’t want what I am offering for that level of patronage? I’ll re-assess, and try again. I see this as both a way to seek semi-regular income to help meet my financial goals, and to force me to learn and offer new things to stay connected and relevant to the ever-changing TTRPG market.
I’m setting aside more time for Rogue Genius Games. There are types of projects I have never dared tackle with my own little gaming company, and forcing myself to try them is another way to exp[and my skillset. And of course writing more of my own products also means having more royalty-based projects, which is a good way to build income streams that aren’t exclusively one-time per-word money.
Fiction. I am going to do it, this time. I am terrified.
More traditional freelance. I need the money in the short-term, and the contacts in the long-term. So I am throwing my doors open to new publishers, new projects, and new game systems. Time to prove I am more than a d20 game mechanic guy.
So, for the moment, in broad strokes, that’s it for me. I’ll compare my results to my needs and plans (especially my income vs my budget) every 90 days (and more frequently if things are obviously out of whack). And every 6 months or so, it’ll be time to do the whole process again — process, review, look forward, and plan.
It’s a never-ending process, but that’s okay. I never plan to stop having a career, so I can afford to take time to adjust and rethink as needed.
In fact, I can’t afford not to.
Heightened Spellbook: New Spell Options for PF2
One of the interesting things Pathfinder second edition has done is have a uniform set of rules for casting spells at higher spell levels. Many spells end up taking niches similar to lesser- and greater- versions from the first edition by having a set of effects that get better as you access higher-level versions of the spell.
Of course not every Pathfinder Second Edition spell has heightened benefits… but they all COULD.
So, I’m beginning to look at ways to add heightened effects to PF2 spells that currently don’t have them. For the moment, I’m starting at the beginning of the alphabet and just seeing how far I get, doing just a few each day.
Later these may all get compiled into a pdf, and backers of my Patreon at every level will certainly have compiled access to them eventually, as well as having the similar rules for focus spells I am posting exclusively on my Patreon pages.
I don’t want to duplicate the fine work other people have done compiling the base rules online (such as the PF2 SRD and the Archives of Nethys), so I’ll just list the spell, and it’s new heightened rules.
So, let’s get started with the Heightened Spellbook!
ABYSSAL PLAGUE Spell 5
Heightened (+2) Targets increases to +1 additional creature adjacent to the touched creature; disease level increases by +2.
AIR BUBBLE Spell 1
Heightened (+1) Targets increases by +1; duration is doubled (x2 at 2nd level, x4 at 3rd level, etc.)
AIR WALK Spell 4
Heightened (+2) Targets increases to +1 additional creature adjacent to the touched creature; duration is doubled (x2 at 6th level, x4 at 8th level, etc.)
ALTER REALITY Spell 10
Heightened (+1) Level of spells you can duplicate in each category increases by +1.
(Note: You’ll need some rules for 11th level spells to use this one, but if you’re using spells from some rando’s blog, who knows what other optional spells you’ve adopted?)
ANIMAL MESSENGER Spell 2
Heightened (2nd) Animal messenger will bring a message or light Bulk item back to you, as if the recipient has also cast this spell.
Heightened (+1) Range and duration is doubled for each time you add this heightened effect.
Art (c) RetroPunk, used under license
Like with all my blog posts, this is brought to you by the wonderful patrons of my Patreon!
This is specifically supported by the Open Gaming Store, which currently has a HUGE mega-bundle sale going on if you want lots of material for only a few gp!