Developing to Spec: Part 20b – Forms of Rapid

This is the second 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.

We hit our first “r” feat, Rapid Reload.

Which is easy to adapt to Starfinder mechanically… but has major power power implications that may not be obvious.

Having to take an action to reload weapons is used to reign in some combat options. Automatic mode attacks, for example, are designed to not be able to be used every round because they use all your remaining ammunition. So if you could reload without taking an action, you could make automatic attacks every round.

But we can boost reload utility without going that far.

You can quickly reload a while while doing other things.
Benefit: When you take an action that does not include making an attack or reloading a weapon, you may additionally reload any one weapon you could reload as a move action. Alternatively, if you take a move action to reload a weapon, you may reload one weapon for every 2 arms you have.

That brings us to Rapid Shot, which has similar issues–it’d be easy enough to allow additional ranged attacks at -2, but it would be extremely unbalancing. PF primarily scales damage output at increasing level by giving characters more and more attacks. Starfinder primarily scales damage output by giving characters more damaging attacks. That means that giving yet another attack on top of whatever else Starfinder gives a character, especially at a mere -2 to attack rolls, would boost a character’s potential damage output well out of scale with any other feat.

Nearly anything that impacts the action economy of making one or more attacks is going to be nearly impossible to balance, especially since some Starfinder official material has already given very minor boosts and we can’t predict how future minor boosts might interact with some very constrained option we create here.

But we can create something that let’s you shoot rapidly without shooting more often.

You can get off the first shot with surprising rapidity.
Prerequisites: Improved Initiative
Benefit: When you roll initiative, you can choose to gain a +4 bonus to your check. If you do so, your first round of combat is restricted to drawing weapons and making a single ranged attack roll.

The prerequisite is designed to restrict this feat to characters that can get the most use out of it. Since Improved Initiative gives you a +4 initiative bonus with no restrictions on your first round actions it’s clearly something you should take before getting a second +4 with drawbacks.

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About Owen K.C. Stephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is a full-time ttRPG Writer, designer, developer, publisher, and consultant. He's the publisher for Rogue Genius Games, and has served as the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the Editor-in-Chief for Evil 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. He has a Pateon which supports his online work. You can find it at

Posted on January 15, 2020, in Game Design, Pathfinder Development, Starfinder Development and tagged , , , , , , , . Bookmark the permalink. Leave a comment.

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