Developing to Spec: Part 13d – Know When to Break the Design Rules
One of the general principles of good game development is not to add things to a game’s rules that was explicitly avoided by the core rulebook. For example, even though Weapon Focus gives a +1 or +2 bonus to attacks with one class of weapons in Starfinder, the book specifically didn’t give a better, stacking version of that to soldiers for an even bigger bonus. So, when we adapted Greater Weapon Focus, we avoided adding what the core rulebook was specifically designed to not have.
This is different, in very important ways, than just not adding anything new.
But it’s also a general principle, not a hard-and-fast law. Sometimes, you know better than the people who created the core rulebook. Sometimes real-world play experience shows people want unbalanced options because they’re fun. And sometimes, you are creating something everyone knows is unofficial, so you are in an environment with different needs and responsibilities.
Starfinder clearly doesn’t want to allow people to transfer Resolve Points, or duck the drawbacks of their class features. But maybe we DO want to allow those things, at least in the context of this product, which is most likely to appeal to players who want things the PF core rulebook allows for, and Starfinder doesn’t.
And that leads to today’s feat conversions.
Like Extra Lay On Hands from yesterday, Extra Mercy functions in PF by giving extra uses of an ability that doesn’t exist in Starfinder. So how can we make this feat’s name, which suggests you are already being merciful, feel like the user is *extra* merciful?
Your healing touch can restore the inner resolve of your patient, at a heavy cost to you.
Prerequisites: Healing touch class feature.
Benefit: When you use the healing touch class feature, you can also expend 1 Resolve Point to grant one target of your healing touch 1 Resolve Point. Under no circumstances can the target exceed its normally maximum number of Resolve Points.
Extra Performance gives us exactly the same problem—there’s nothing you can run out of called a “performance” in Starfinder. So, what CAN we add some benefit to that makes linguistic and thematic sense? Well, envoys have abilities that could be considered performance-related, and they have a kind of ability that takes away one of their normal benefits, the expertise die. There’s nothing in Starfinder that let’s you double-dip (getting both the expertise die and a talent benefit that normally requires you to forgo it), but as a limited, flexible resource you can gain with a feat, that should be balanced (if adding a bit more complexity than Starfinder normally engages in).
You can call upon a deep well of performative and diplomatic skill to pull off complex tasks requiring great expertise.
Prerequisites: Expertise talent class feature.
Benefit: Twice per day you can use an expertise talent that normally requires you to forgo adding the benefit of your expertise die to a skill check, and still add the expertise die as normal for that skill.
Both of these re-conceptualize the function of the original feats into a different, though thematically-related, benefit. They also do things Starfinder’s existing rule options don’t allow for, but in a controlled way that makes sense, and shouldn’t break any aspect of the game.
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Posted on November 29, 2019, in Business of Games, Game Design, Starfinder Development and tagged #Microfeats, Development, feats, Game Design, gaming, Geekery, Genre Feats, Pathfinder, Starfinder. Bookmark the permalink. Leave a comment.