Developing to Spec: Part 20a – Powerful and Precise

This is the first section of Part Twenty 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) here.

I got back from orcaCon at about 3am, thanks to snow and ice delays and a 2-hour drive from the airport to my apartment. Since I hadn’t managed to get ahead on these, that left me writing them after I collapsed into a dreamless slumber, a black hole of unconscious from which nothing, not even snoring, could escape.

I only mention this because there really is an impact from real-world events on writing projects, especially longer ones. I’ve been doing these posts since early October–three months now, normally 4 times a week. In that time I have had to accommodate delays from illness, travel (three out-of-state trips longer than a weekend), major holidays, and more than one bout of depression so serious I needed professional help. I’ve tried writing all my posts early, writing them each morning with my coffee, even combining them all into a single post with a week’s content.

So far, it looks like a combination of doing batches early, and doing it day-of, as energy and timing dictate, is my best plan.

But these kinds of interruptions are absolutely the sorts of things that can derail a project. We are well past the halfway point for this task, and I’m doing it much more slowly than i would if I’d actually been hired to do this as freelance. But as a personal project, it’s exactly the kind of thing that can get dropped “just for a bit,” and never picked up. Sometimes, the difference between success and failure (and, separately, between being a professional and just being a hobbyist) is making sure you get all the way to the end.

So, as tempting as it was today to do something faster, easier, or smaller, i instead forced myself to tackle the next set of feats, AND writing the lengthier-than-necessary explanation of how real life interference can be the death of a project just as much as bad design.

So, let’s get to it. Power Attack.

In PF, Power Attack is the melee equivalent of Deadly Aim. Sf converted Deadly Aim, but has it apply to both melee and ranged attacks. That removes the obvious design space for the feat, and once again puts us in a position to have to create an apples-to-oranges adaptation.

However, we can likely still make this a combat feat that plays with the combat rules for a damage bonus. We just move away from penalties, and instead look at options for adjusting the action economy in a way that allows a character to spend more time on an attack to get more damage, much in the way the boost weapons special quality does.

POWER ATTACK (Combat)
You can focus all your power into a single mighty attack.
Benefit: When you take the full attack action with weapons (including a solarian’s solar manifestation, but not spells or other special abilities of any kind), you can choose to make only a single attack. If you do, that attack deals additional damage equal to half your base attack bonus (minimum 1).

Next is Precise Shot, which in PF allows you to negate a penalty when making ranged attacks into melee that doesn’t exist in Starfinder. But we can likely adjust the mechanism to do something similar.

PRECISE SHOT (Combat)
You are adept at firing ranged attacks into melee.
Benefit: Your allies do not give targets cover from your ranged attacks unless they give total cover.

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About okcstephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the publisher and lead genius of Rogue Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps.

Posted on January 14, 2020, in Game Design, Starfinder Development and tagged , , , , , , , , . Bookmark the permalink. Leave a comment.

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