Monthly Archives: December 2019
Hofenung ripped a streetlight free of its cast iron mooring with one arm, caked ice shattering off of it, and hurled it down the alley. A bolt of faefire caught it before it had gone more than 20 feet, ripping through it with the same boom as a glacier breaking free of the icepack. The streetlight exploded in a cloud of dust and burning embers, filling the narrow space between buildings. Still clutching his charred side with his other hand, Hofenung staggered to the end of the byway and turned onto the next major street.
Behind him, he heard a chorus of buccasnickle cries of pain and anger. Though he could not smile, Hofenung allowed himself a flat-faced chuckle. The Fel Moroz wouldn’t make the mistake of assuming everything made by man was wood and stone again, but for not they had coated themselves in iron shavings far more efficiently than he possibly could have.
Still, the Fouettard would have the diminutive trackers whipped back into a hunting pack within moments, so his reprieve was to be a short one. He bulled forward through the near-blinding snow toward the nearest doorway, using his good shoulder to burst the door in, popping it entirely free of its frame. He staggered a half dozen paces into the shop, plowing through a display of silk hats and gloves, before crashing down on a wooden bench, which groaned under his weight.
His form heaved as though he was breathing heavily, though he lacked lungs or need for air. He rolled onto his side, bringing the side he had been clutching with his spare hand up from under him. Gently he peeled his fingers back to survey the damage. A chunk nearly the size of his fist was missing from his stone body. Worse, veins of shiny black silver was spreading from the wound, tiny spikes drilling through his granite form and cracking him apart.
At full strength, he might have been able to fight the curse. Weakened as he was, there was no chance of stopping it. He would break, and die, soon. He had even less time than he had feared.
Gingerly, Hofenung reached into the inner pocket of his tattered opera cloak. He pulled forth a single thread, a golden line of light, its tail end trailing into the fabric of his cloak. It resisted his pull at first, but when he gave it a determined tug it popped free. A chill set into his massive stone form, and he felt the animation begin to seep from him. The glowing thread curled one end of itself around his bulky fingertip, stroking the rock that was turning more gray by the second.
“It has been my honor to protect to.” Hofenung could no more cry than he could smile, but there was sadness and pain in his voice. “But I can carry this duty no longer. Your enemies ride fast. We must find you a new protector.”
It was scarcely a minute before heavy hoofsteps crunched in the snow outside. The light from the doorway was blocked by a massive form, hunched and shaggy, a long, barbed whip clutched in one hand and a massive wicket basked over its back. Around it, tiny, beautiful, perfect human forms danced and shook their fists angrily.
The hooved figured pressed its head against the open space of the doorway, and for a moment was held in place. It pushed, and the entire frame of the building groaned, as if being pressed by a terrifying wind. Then, it’s passage no longer blocked by the invisible force, the creature stepped into the shop. It walked down the obvious path of destruction through smashed displays and toppled shelves, to find Hofenung lying on a broken bench.
“You have been a worthy hunt, protector.” The creature’s voice was deep and gruff, nearly closer a growl than speech. “But it comes to an end now.”
“That you have enjoyed my escape is my sole regret in evading you.” Hofenung’s mouth opened, but did not move with the words. His body was almost entirely stiff, lifeless rock.
The creature bleated once. “You evaded nothing, protector. The teacher’s gift shall now be ours. Produce it, or I shall rip it from your broken rubble.”
More than ever in his long existence, Hofenung wished he could smile. “It’s not here.”
“WHAT?!” The shaggy form stomped a hoofed foot in anger. “What foolishness is this? Left aloeg, it could be damaged, destroyed. I need it intact to harness it, and you would never risk a gift from the teacher!”
Hofenung nodded. “You are right, of course. I have stitched it anew. And it will find a new protector, and that entity shall carry on where I have fallen.”
The creature snorted, in a mix of anger and amusement. “A new protector? Oh, it has the power to bring another like you alife, it is certain. But you believe here, in this time in this place, someone will craft a new body for such a protector? Make a man-form, or close enough, imbue it with their love and joy and cheer, so the gift can embody it?” One of the tiny forms yelped in squeaky complaint, and the creature nodded. “Indeed, even if some student of secrets was so inclined, there is snow on everything!”
Hofenung felt his last moments come upon him. “Yes, I believe all those things. And until it selects a protector, it will be difficult even for your buccasnickle to find. You will, at least, be delayed.”
And then the protector was no more than a pile of rock.
The hoofed, shaggy whip-bearer stared for long seconds at the remains of its foe of centuries, then cracked its whip. The buccasnickle flooded into the shop, and began tearing apart everything within in. Hats were rent asunder. Coats split in half. Scarves unraveled. As dawn approached, the whip-bearer roared in frustration and, with a crack, drove the small searchers from the shop, back toward the alley.
As they marched past the window of “Professor Hinkle’s Magic Shoppe and Rabbit Supplies,” not one of them stopped to glance at an old silk hat sitting in the display, a bright pink cloth flower sewn to it by a single, golden thread.
This is the second section of Part Fifteen 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’re going through the Greater feats at the moment, and that brings us to Greater Shield Focus, which has Shield Focus as a prerequisite. It’s obvious why there are no such feats in the Starfidner core rulebook–it has no real shields. But the COM adds shields, and special rules for shields, and still doesn’t add Shield Focus or Greater Shield Focus. That suggests the math behind Starfinder’s shield bonuses is too tight to allow a feat to simply increase it.
So, once again, we need to find a way to make a combat option good enough to be worth spending a feat on, without having it increase the maximum bonus a character can take. Worse, we have to do it twice–once for Shield Focus, and once for the greater version.
Reading the special shield rules in COM, we run into the action economy rules needed to get maximum bonus from such equipment, That gives us a thin area of potential game design space–not to increase the maximum bonus a character can get from shields, but to make it easier to get that bonus quickly in in a wider range of circumstances.
GREATER SHIELD FOCUS (Combat)
You are a master of fighting with a shield.
Prerequisites: Shield proficiency, Shield Focus.
Benefit: When wielding a shield, you are always considered to have aligned it against attacks of opportunity made by foes you are observing (see States of Awareness in Chapter 8 of the Starfinder Roleplaying Game). Additionally when you align a shield against a foe, you gain the benefit of doing so against all foes you are observing.
SHIELD FOCUS (Combat)
You are skilled at fighting with a shield.
Prerequisites: Shield proficiency.
Benefit: When you take a move action to move your speed, you can pull a shield out from storage or put one away. If already wielding a shield, you can alternatively align a shield you are wielding against a foe as part of a such as move action.
Normal: Pulling a shield from storage, putting one away, or aligning it against a foe are each their own move action.
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One of the things I have mentioned several times in my ongoing series of articles converting Pathfinder Core Rulebook feats to Starfinder, is that Starfinder tends to have much less restrictive, less extensive feat prerequisites. What I haven’t done is go into any particular details about WHY that is the case, or how it impacts gameplay, or why Starfinder has any feat prerequisites at all.
To understand the answers to those questions, you need to understand why any feat has prerequisites, and what the different game function of various categories of prerequisites are. Since the core concepts here tend to apply to a broad range of d20 games, they seemed deserving of their own Design Diary (which, if popular, may be the first in a series of such posts looking at the unwritten logic behind various elements of d20 game design).
There are basically three kinds of feat prerequisites.
The first are balancing prerequisites, designed to limit which characters can take a feat based on character build. These include things like ability score minimum (so feats that make a character seem strong are limited to characters who have some minimum level of Strength), level minimums (so you can’t get the benefit until a certain level of options have entered the game in the form of class features, spells, and items tied to that level), and base attack bonus minimums (which ensure lower-level characters can’t get the feat immediately, and that full attack-bonus classes have access to them earlier and therefore can also get more of them). These tend not to be things players have to plan for–eventually a character hits these values, or doesn’t.
(A quick aside — Ability scores are slightly different, in that they can be a case where you can plan to gain the needed score to pick up a feat eventually. This is one of the reasons Starfinder and Pathfinder 2e grant you boosts to more than just one ability score when you hit the appropriate level–to allow characters to pick up feats they didn’t original qualify for due to a secondary or tertiary ability score without requiring the character give up boosting their primary ability score. It’s also why ability score prerequisites are always an odd numerical value–since ability bonuses are tied to even scores, having feats have odd scores as prerequisites can be the only gem mechanical difference between a 12 and 13 Intelligence, for example. In turn, this is why themes grant a +1 ability bonus in Starfinder. The design is intended to ensure any character build can work with any theme, since the theme does not change what your ability score modifiers are. But since they do cause one of your ability scores to have an odd value, taking the mercenary theme can be the difference between qualifying for Heavy Armor Proficiency, or not.)
The second type of prerequisites are those where just by the nature of the rules for someone to be able to do what a feat grants, they much have some previous ability. This is a like our Starfinder version of the Extra Rage feat, which gives you a benefit with a specific soldier fighting style–obviously if you don’t have that style, the feat is useless, so the style becomes a prerequisite. Often these are things a character is going to have as part of their core concept, or not. It’s less common for a character to evolve to gain these things, except as level locks (a feat that requires 7 ranks in a skill is level locked in that you can’t get it before 7th level, but most characters won’t pick up those ranks just to access the feat).
A subtype of this are prerequisites that are just a good idea for a character to have to make things effective–for example combat maneuvers in Starfinder are difficult to succeed at, so we are adding Improved Combat Maneuver with the appropriate maneuver as a prerequisite for each of our Greater combat maneuver feats. You don’t have to be good at disarming things game mechanically to theoretically benefit at the additional benefits for Greater Disarm, but it makes sense to avoid having frustrated players who end up with extra options for a combat maneuver they rarely succeed with by requiring them to be fairly good at the basic option before taking an advanced option.
The third type of feat prerequisites are conceptual ones, where it makes sense within the setting for you to have to be able to do something before you can gain a feat’s benefit, but they aren’t directly tied together. This includes things like not being able to use a skill for some advanced task unless you have ranks in it as a prerequisite, or needing a simple improvement before you get a complex improvement. This is where Pathfinder feats often have long chains of prerequisites which may have nothing to do with the game mechanics of a feat, they exist purely because it was considered logical by the designer. For example, you can’t get Greater Disarm in Pathfinder without Combat Expertise, since obviously disarming someone is an expert combat maneuver. But that also means you can’t get it without a 13 Intelligence, and that you must pick up the purely-defensive Combat Expertise feat before you can get the unrelated offensive combat maneuver-boosting Greater feat.
One effect of this is that it tends to create niche protection for what characters can gain what abilities. In Pathfinder if you have a fighter and a rogue in the group, and only the rogue has a 13 Intelligence, the rogue is more likely to be the only character with Greater Disarm because the fighter likely won’t be motivated to get the 13 Int AND Combat Expertise just to pick it up. However, this niche protection is haphazard–the Pathfinder fighter may have a much higher Combat maneuver Bonus and thus still be better at disarm than the rogue even with no resources dedicated to the idea–and it can create frustrations where a player finds some feat that feels thematically appropriate, but the feat has a chain of 7 prior feats they must have to take it, requiring the character be dedicated to that one concept for many levels of game play.
This category is where Starfinder has cut out a lot of prerequisites, so characters are less likely to be required to access unrelated feats to qualify for the things that interest them. As much as possible, the game is designed to allow any character of an appropriate level, who has the basic concepts to support a new feat option, to be able to select that feat option.
Long feat chains can also be designed in an effort to enforce game balance, in two different ways. First, if a feat is under-powered on its own, having it serve as the prerequisite for a more-powerful-than-average feat can, theoretically, lead to characters being more balanced overall. However, this means a player must choose the under-powered feat first, and live with its underwhelming performance until the more advanced feat can be gained. Second, if a feat has a huge list of prerequisites it obviously won’t be taken by low-level characters who don’t have that many feat slots. However if the feat is powerful enough, players will constantly seek ways to gain the prerequisites through other means, and may end up picking it up earlier than its designer intended. If a feat shouldn’t enter the game until 7th level, it’s simpler to just make being 7th level a prerequisite.
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This post almost didn’t happen today, because my Patreon had fallen below the support level where I post 5 times a week. So I held it back, in the hopes I could post it later in the week if the Patreon support went up. But within a few hours of that becoming common knowledge the Patreon surged back up, so we’re back to 5 posts a week!
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