Developing to Spec: Part 13b – Re-conceptualizing
This is the second 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.
As the developer for this project, it’s getting clearer and clearer that a lot of feats didn’t get translated from PF to Starfinder because they are connected to game mechanics that have been abandoned or radically changed. (I already knew this, as it happens, and I wrote the first draft of the Starfinder Core Rulebook feats chapter, and remember how many things just weren’t relevant. But for purposes of this series of articles, let’s assume we’re discovering this for the first time.) That means we need to lean on re-conceptualizing those feats to use new mechanics, and possibly to have them create entirely new effects which just match the name of the original feats (and, hopefully, will appeal to the same kind of player).
The same issue comes up with Eschew Materials, since Starfinder doesn’t require material components for spellcasting unless they have a cost. We found a way to use Still Spell and Silent Spell despite Starfinder spellcasting not requiring words or gestures by re-conceptualizing what those feats meant. We didn’t tackle Eschew Materials at the same time, because it’s not officially a metamagic feat, but can we do the same thing to come up with a solution here? And, since it’s NOT a metamagic feat, can we step away from spells entirely to give it a broader utility?
You have learned to call forth the magic essence of various substances, passing their benefits homeopathically through your form, rather than needing to apply them in traditional ways.
Benefit: As a standard action, you can apply any serum or medicinal in your possession (that you could normally draw as a move action or less) to yourself or an adjacent creature with a touch. The serum or medicinal is expended normally, you just don’t have to have it in hand to use it.
That brings us to Extra Channel, which isn’t too bad – we have a class that has a healing channel, and two extra uses seems reasonable, though since Starfinder only has one “extra” feat (Extra Resolve), and it can’t be taken more than once, we should probably not allow this to be taken more than once either.
You can channel healing energy more easily than most healer mystics.
Prerequisites: Healing channel class feature.
Benefits: Twice per day you can use the healing channel ability without expending Resolve Points to do so.
Want More of This? Support my Patreon!
Do you enjoy the content on this blog? Why not become a patron, and support the creation of more free material! And tell me what you want to see! More PF1? PF2? SF? Writing Basics articles?
If enough patrons signed up, I could give this stuff away full time!
Posted on November 27, 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.
Leave a comment