Developing to Spec: Part 12b – Adapting Concepts
This is the second section of Part Twelve of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read along 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, and I have time over the holidays to update the list) here.
We’ve reached Defensive Combat Training, which has the same kind of problems with game math and combat options as Greater Weapon Focus and, like it, there’s a way to preserve the concept by having it apply to avoiding penalties rather than gaining bonuses.
DEFENSIVE COMBAT TRAINING (Combat)
You have trained to keep your defenses us against tricky maneuvers, even under the worst circumstances
Benefit: You do not apply the penalty from the entangled, exhausted, fatigued, flat-footed, frightened, grappled, off-kilter, panicked, or prone conditions to your AC against combat maneuvers.
Deflect Arrows clearly got superseded by Deflect Projectiles, but we can possibly use the fact that the Starfinder version has extremely broad utility, late-level prerequisites, and a Resolve Point cost to make a much narrower, but less costly version just for “arrows.”
DEFLECT ARROWS (Combat)
You have trained in an archaic art designed to avoid archaic missile weapons.
Benefit: Once per round when an archaic ranged weapon that does kinetic damage would hit you, you may choose to have it miss you.
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Posted on November 20, 2019, in Business of Games, Game Design, Pathfinder Development, Starfinder Development and tagged #Microfeats, Development, feats, Game Design, gaming, Geekery, Genre Feats, Pathfinder First Edition, Starfinder. Bookmark the permalink. Leave a comment.
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