Developing to Spec: Part 13 – Keeping It Simple
This is the first section of Part Thirteen 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.
The deeper we get into this project, the greater the temptation is going to become to create complex, weighty new rules to help us have enough design space to make a slew of new feats covering common conceptual tropes. But as much as possible, we need to keep things simple.
For example, while channeling feats are going to keep being something we have to adapt, Elemental Channel can be extra easy and simple, since we can just emulate the existing Starfinder feat Harm Undead.
You can use your healing channel to harm elementals.
Prerequisites: Healing channel connection power, mystic level 1st.
Benefit: 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 elemental foes (including all creatures of the elemental type) in the area. The elementals can attempt a Will save for half damage, at your usual connection power DC.
Sometimes the problem is deeper, but that doesn’t mean the solution has to be complex. The reason Endurance doesn’t exist in Starfinder is that all of the benefits the PF version grant have been rolled into Toughness (which also does pretty much what the PF toughness feat does). That means if we want to have something that feels like Endurance, we need to come up with brand-new mechanics. There are lots of places we could go with this, but since I know that afflictions in Starfinder turn out to be pretty severe, that’s the first place I go looking for options. And, luckily, there’s a really easy way to adjust a character’s level of enduring such things.
Harsh afflictions do not bring you down quickly or easily.
Benefit: You treat the onset and frequency of afflictions that have them as being twice as long as normal.
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Posted on November 26, 2019, in Business of Games, Game Design, Starfinder Development and tagged #Microfeats, Development, feats, Game Design, gaming, Geekery, Genre Feats, Pathfinder First Edition, Starfinder. Bookmark the permalink. Leave a comment.