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Developing to Spec: Part 22c (Two-Weapon Feats)

This is the third section of Part 22 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 have come to the last couple of two-weapon related feats; Two-Weapon Defense and Two-Weapon Rend. It would have made sense to write these back when we were writing the base Two-Weapon Fighting feat and it’s follow-up feats, but since we were only checking all the prerequisites for Greater Two-Weapon Fighting, and didn’t check to see if there were any more thematically-linked feats (such as Double Slice, or today’s examples), it didn’t come up.

So, Two-Weapon Defense is a combat feat that grants bonuses to AC. We’ve made major changes to every one of those we’ve run into on this project and for Two-Weapon Fighting we need to adjust:

Not a darn thing.

Seriously. With the advent of shield bonuses being defined in COM, Two-Weapon Defense works perfectly as-written. Even the prerequisites are reasonable. We can just add it to the game as-is. (If it makes sense and ain’t broke, don’t adjust it). We could require the two weapons to be melee weapons (although PF didn’t–apparently twin hand crossbows is fine), but the visual of the two-pistol character blazing away to give themselves cover fire is too cool to restrict even if it makes slightly less logical sense.

TWO-WEAPON DEFENSE (Combat)
You are skilled at defending yourself while dual-wielding.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

And that bring us to Two-Weapon Rend which… does need change. I’ve never been convinced the PF version of Two-Weapon Rend was balanced. At first glance it looks like just a little bonus damage, but later FAQs made it clear that it also benefits from damage bonuses that apply to both attacks that trigger it (such as Power attack and potentially sneak attack) but not things that specifically are weapon damage bonuses (such as weapon enhancement bonuses and spells such as divine favor. Which means it is far, far more powerful for cavaliers, paladins, and rogues than for most other classes.

Any damage bonus is always problematic with Starfinder feats, especially those that won’t really have a drawback for a large portion of characters. While it’s nice for being multi-armed being useful, we don’t want a feat to radically change that usefulness if that calculation wasn’t considered in creating the core rulebook.

Luckily the feat’s name says you “rend,” not “do extra damage” so there are other options.

TWO-WEAPON REND (Combat)
You can make the intersection of damage from different weapons hurt.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When you hit and damage the same target with attacks from two or more weapons in the same round, it must attempt a Fortitude save (DC 10 +1/2 your base attack bonus +your key ability score modifier). If it fails, it is sickened for 1 round for ever 5 item levels of the lower-level of the weapons (minimum 1 round). This is a pain effect.

Now, why did we say it was a pain effect?

Pain IS one of the descriptors Starfinder lists in the core rulebook. Pain effects note “Creatures that are immune to effects that require a Fortitude save are immune to pain effects.” It doesn’t come up that often, but it also helps explain why rending someone causes a sickened effect, so it’s worth the extra wordage.

Okay, that just leaves three feats, all of which we’ll tackle tomorrow.

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Developing to Spec: Part 22b (Trample Undead)

This is the second section of Part 22 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 into the T feats now, near the end, with Trample.

In PF Trample applies to the overrun combat option which anyone can access. Starfinder doesn’t have a generic version of overrun, but we did create some overrun options for Improved Overrun and Greater Overrun. While the game mechanics need total revision, conceptually there’s nothing wrong with running down foes in Starfinder. There is a trample rule in the Universal Creature Rules of the Alien Archive books, but it’s a bit too powerful to put into player’s hands. However, it can serve as the basis for a powerful feat we put at the end of the a relatively rare Starfidner feat chain.

TRAMPLE (Combat)
When riding or driving into combat, you are skilled at knocking foes over.
Prerequisites: Greater Overrun, Improved Overrun, Pilot 8 ranks or Survival 8 ranks.
Benefit: When mounted (if you have at least one rank of Survival) or controlling a vehicle (if you have at least one rank of Pilot), as a full action you can move up to your mount/vehicle’s speed and through the space of any creatures that are at least one size smaller than your mount or vehicle. You not need to make an attack roll; each creature whose space it moves through takes half your mount’s unarmed or natural melee damage or half your vehicle’s ram damage. A target of a trample can attempt a Reflex save (DC 10 +1/2 your ranks in the relevant skill + your Dexterity score) to take no damage, or choose to fall prone to automatically take no damage. If it takes either actions, it can’t make an attack of opportunity against you that is provoked by your movement. A creature can deal trample damage to a given target only once per round.

That brings us to Turn Undead. Like all the other PF things based on clerical channel energy, we’ll base this on the mystic’s healing channel and the Turn Undead feat. Of course at this point, you could build a whole new mystic connection just on gaining healing channel feats…

I have seen more players be annoyed by making undead run away (so you have to hunt them down later, and they aren’t tight;y grouped for area attacks) than cheer that affect, so because I can I am going to make the “turn” part of turn undead more conceptual.

TURN UNDEAD
You can use your healing channel to force undead to turn their attention away from you and all their foes, spending much of their effort guarding their eyes from a light only they can see.
Prerequisites: Harm Undead, healing channel connection power, mystic level 1st.
Benefit: When you use your healing channel to Harm Undead, those undead that fail their saving throw are also flat-footed, off-target, and staggered for a number of rounds equal to the level of the spell you expended to use Harm Undead.

That’s still a huge tactical benefit–indeed, smart undead might CHOOSE to run when they are successfully turned–but given that it requires a use of healing channel, and the highest-level spell lost the character has available, and two feats to perform, I think it’s reasonable.

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Developing to Spec: Part 22a (Beginning of the End)

This is the first section of Part 22 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 in the last week of the feat-conversion part of this project. Next week I’ll likely talk about supplemental material I’d recommend putting in a book that includes these conversions (and which I DO plan on putting in the book I compile at the end of this), but the actual feats will all be done by Friday’s post.

But for now, let’s look at Stunning Fist.

Stunning Fist is a little surprising as a PF to Starfinder conversion subject because… it doesn’t need any changes. I mean, we need to remove language about monks (that’s class-specific stuff, and we shouldn’t port it automatically to any Starfinder class–if someone wants to give a Starfinder class special Stunning Fist powers, they can mention it as a class ability rather than have us preload that into the feat), but otherwise it works fine as-is.

Which is weird. I mean if it works perfectly well in Starfinder, why hasn’t anyone converted it before. (Why the heck didn’t *I* include it when I was doing the first draft of the Starfinder core rulebook feat chapter?) I can only assume it was considered too goofy for a science-fantasy game to include people using a bare fist to stun someone in powered armor. But the feat already requires you to actually damage your foe, and if you are getting damage through the powered armor (maybe using the edge of a shield, now that those exist and some can deliver unarmed strikes) there doesn’t seem to be any reason you couldn’t deliver a nerve-strike type ability to them.

While there’s nothing we *have* to change, there are a few things worth tweaking. First, having a high Dexterity and high Wisdom isn’t really directly tied to stunning things, so in keeping with the lower prerequisites common for Starfinder feats, we’ll cut those. Second, the PF Stunning Fist includes a lot of the rules in the feat (what being stunned means, when someone recovers from an ability with a duration of 1 round), and Starfinder doesn’t normally do that either.

In fact I considered if this feat was under-powered, since it’s a melee option in a game of jetpacks and ray guns. But there are way to do ranged unarmed strikes, and stunning someone is still a pretty good condition to apply. I also considered if this should require Resolve points to use, but since it felt like it might be underpowered, decided to leave it with its own uses per day to compensate.

Interestingly I suspect most PF players consider Stunning Fist to be a low-level ability because they only see it with monks, who get it at first. Minus monks, this becomes a mid-level power without needing to change any crucial elements of the text.

STUNNING FIST(Combat)
You know just where to strike to temporarily stun a foe.
Prerequisites: Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your key ability score modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

On the other end of the spectrum, we have Tower Shield Proficiency, which is another PF feat that does something that isn’t relevant in Starfinder, because Starfinder doesn’t have “Tower Shields.” But it does have riot shields, so maybe we can do something with that.

TOWER SHIELD PROFICIENCY (Combat)
You can get the most out of the biggest shields.
Prerequisites: Shield Proficiency.
Benefit: You reduce the armor check penalty of any shield you use by one (to a minimum of 0). You can make unarmed strikes with riot shields. These unarmed strikes are not considered archaic.

The biggest part of that is allowing the unarmed strikes with a class of shield that doesn’t normally, but since there are rules for shields that allow unarmed strikes in COM, that should work fine.

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Developing to Spec: Part 21d (Finding Design Space)

This is the fourth section of Part 21 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.

So here we are at the last post of the next-to-last week of this season-long project. There are still some real problem feats in front of us, but today won’t be too bad.

And it starts with Spirited Charge.

In PF, Spirited Charge helps charge-based characgers keep up with damage-per-round (DPR), since a major factor of  DPR is getting multiple attacks per round and you (generally) can’t do that with a charge. However, in Starfinder, the primary way DPR increases is through bigger weapon damage dice and Weapon Specialization. So a damage multiple would be, to put it simply, broken as heck.

However, charging has big drawbacks in Starfinder, in the form of penalties to attack and AC. That gives us some design space, if we are clever and careful. We can mitigate those… but we need to keep an eye on other abilities that do this. For example, the uplifted bear’s ferocious charge and the soldier’s blitz fighting style already negate the normal penalties to attack rolls and AC. Since people playing an uplifted bear blitz solider are likely among those most interested in a Spirited Charge feat. (And, by the way, I want to play an uplifted bear blitz soldier now… )

SPIRITED CHARGE (Combat)
Oh lawd, you be comin’.
Benefit: When you charge, you can attempt a trip combat maneuver in place of the normal melee attack. In addition, you can charge without taking the normal charge penalties to attack rolls or AC. If you have another ability that allows you to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz fighting style or an uplifted bear’s ferocious charge), you gain the ability to charge through difficult terrain. If you already have the ability to charge through difficult terrain (such as from being an uplifted bear with the blitz fighting style), you can charge even if you do not have a clear path directly to your target (running around obstacles, for example), and if the space adjacent to the target that is nearest your starting space is blocked or occupied, you can charge to the closest available adjacent space.

That brings us to Stealthy. Like all our PF +2-to-2-skills feats, this needs a total conceptual rewrite. Luckily, reading through terms like “Hide” and “Stealth” in a pdf of the rulebook gives us lots of places we can grab some design space.

STEALTHY
You can always find a way to avoid detection.
Benefit: You can attempt to make a Stealth check without cover or concealment. Doing so applies a -20 penalty to your Stealth check. This is cumulative with the penalties for attempting Stealth while moving more than half your speed.
Additionally, if you are using Stealth and you would be detected by a sensor or spell (such as detect thoughts) from a creature that is not currently observing you with a primary sense. This acts as nondetection, but the DC for those attempting to detect you is 11 + ranks in Stealth + any insight bonus you have to Stealth.

This design took some careful consideration. Since it’s already a -10 to make a Stealth check after a successful Bluff check, it needs to be harder to make Stealth with no cover or concealment at all. This is mostly only useful for sneaking past low-level threats… but that often includes things like guard animals and patrols. And besides, the chance to duck other ways of being detected is a nice back-up for nonmagic sneaks who should have SOME change to have trained in ways to avoid cameras and crystal balls.

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Developing to Spec: Part 21c (One pro-spell feat, one anti-spell feat)

This is the third section of Part 21 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 up to Spell Mastery, which once again references a rules element in PF (preparing spells) that does not exist in Starfinder (where all spellcasters are spontaneous). But it shouldn’t be too hard to come up with something spells related that matches the feel of the feat’s name and is useful for spellcasters.

SPELL MASTERY
Some spells you have learned to use in place of your normal repertoire.
Prerequisites: Spells class feature.
Benefit: For each spell level you can cast as a result of the spells class feature, select one spell from your class spell list that you do not have as a spell known. When you regain your spells per day, you may swap out one of your spells known at each level for a Spell Mastery spell of the same spell level. This lasts until you next regain your spells per day.
Special: You may select this feat more than once. Each time it is selected, you choose another spell for each level of spells you can cast which you can temporarily gain in place of a spell known when you regain your spells per day.

On to Spellbreaker… which is designed to work with the PF rule that if you cast a spell it provokes an attack of opportunity unless you cast it defensively, which is not a thing in Starfinder. But the core idea that your melee attacks make it harder for a creature to cast spells is something we can work with.

SPELLBREAKER (Combat)
You know how to hit spellcasters where it hurts.
Prerequisites: Base attack bonus +5.
Benefit: When you make a melee attack against a creature you may choose to take a -4 penalty to the attack roll to make it a spellbreaker attack. If you attack hits and damages the target, it must succeed at a Fortitude save (DC 10 + your key ability modifier +1/2 your base attack bonus) or be unable to cast spells or use spell-like abilities for 1 round.

That attack penalty is enough to ensure characters are unlike to combine this with other difficult attack options (such as a full attack action), and in fact will likely want to use this as part of a team effort to give them enough bonuses to be able to hit (with flanking, Get ‘Em, and similar options taken by other characters in an effort to help), but since no extra resource is used the players are free to try that any time.

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Developing to Spec: Part 21b (Troublesome, Archaic Feats)

This is the second section of Part 21 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.

So, here’s something I have been dreading. Of all the feats I do not have an obvious starting point in my head on how to make a Starfinder version, this is the top of the list. And it’s because it is SO simple, and basic, and unneeded in Starfinder.

Simple Weapon Proficiency.

Not only does Starfiner not have simple weapons, the things that might be considered simple weapons (such as basic melee weapons) all classes already have proficiency with. Unlike PF, no class has a list of individual weapons it is proficient with. Every class gets at LEAST basic melee and small arms.

We had similar issues with Exotic Weapon Proficiency and Martial Weapon Proficiency, but at least the names of those feats gave us a sliver of conceptual design space we could latch onto. Simple weapons? Not so much. Any PC is going to have all “simple” weapons anyway. So, maybe this isn’t a feat to make Player Characters better?

You want laser wolves with buzzblades? Because this is how you get laser wolves with buzzblades.

SIMPLE WEAPON PROFICIENCY (COMBAT)
You have trained your companion to use the most basic of weapons.
Prerequisites: You have a creature companion
Benefit: Your creature companion is proficiency with one-handed basic and advanced melee weapons, and small arms–but only those 2 or more item levels below your character level. Being proficient with weapons does not automatically allow a companion to physically use the weapon. Unless a GM decides otherwise, a companion must have a special control interface made to use such a weapon, at a cost of 20% of the weapons base cost.

That brings us to Snatch Arrows which, again, is pretty niche. But in PF Snatch Arrows plays off Deflect Arrows, and we built tat feat, so…

SNATCH ARROWS (COMBAT)
You can pluck slow-moving projectiles out of the air and fling them back at their source.
Prerequisites: Dex 15, Deflect Arrows.
Benefit: When you choose to have an archaic ranged weapon miss you with Deflect Arrows, you may as a reaction choose to snatch it from the air and hurl it back at the attacker who launched it. It has a range increment for you of 20 feet or its own range increment, whichever is less. You use your thrown attack bonus and Weapon Specialization (if any) to determine the effect of this attack.

Additionally, if a grenade is targeted on an intersection of your space, you may catch that and throw it anywhere you wish as a reaction. You use normal grenade throwing rules for this attack.

It’s still pretty niche, but at least is could lead to an awesome moment or two under exactly the right circumstances. Heck, if you had a friendly grenade-using character, he could launch grenades at you, and you could redirect them, allowing the grenade to make a turn in its attack.

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Developing to Spec: Part 21a (Shield Feats)

This is section one of Part 21 of a series of articles looking at creating a set of Starfinder feats under specific constraints. The point of these is to offer practical examples of how I approach developing and writing supplemental rules for tabletop RPGs. Rather than just blather on about things as I think of them, I go over issues as I encounter them in a real-world example.

This also represents the Beginning of the End. We should have just two more weeks to go before we’ll have gone through and converted every PF Core Rulebook feat that doesn’t already have a Starfinder version. At which point I’ll have to start doing something else for my Tu-Fri posts. So if you have ideas of what you’d like to see, let me know!

We’ve hit two more shield-related feats — Shield Mastery and Shield Slam. These are more entries in a long line of PF feats designed to make attacks with your shield easier and more effective. In Starfinder, since shield attacks in melee use your unarmed attack rules, they are already as effective as any unarmed attack you have (potentially more so, since they are not archaic and may have fusions added to them).

So we need to make the Starfinder versions of both to appeal to characters who want to have more useful shield options in combat, but we can’t increase the actual effectiveness of shield attacks in terms of accuracy or damage (or we risk breaking the game’s combat math). Luckily, there is more to combat than just how well or hard you hit. We can break these up so you take take either on its own, depending on what aspect of shields you wish to improve. We probably *could* get away with not having Shield Focus as a prerequisite to Shield Mastery, but it just feels weird to me for a character to mastery something without having focused on it, and beyond proficiency with shields its the only prerequisite we;re suing, so I’m fine with adding it.

SHIELD MASTERY (Combat)
You and your shield are as one.
Prerequisites: Proficiency with shields, Shield Focus.
Benefit: You reduce the armor check penalty of a shield by 2 (though this can never turn into a bonus). You reduce the bulk of one shield you are carrying or wielding by 2, to a minimum of light bulk.

SHIELD SLAM (Combat)
You are skilled at hitting things with your shield when the opportunity arises.
Prerequisites: Proficiency with shields.
Benefit: When wielding a shield that allows you to make unarmed attacks with it, you can take one attack of opportunity each round to attack with your shield, without expending your reaction. You cannot do this if for any reason you could not have made an attack of opportunity even if you had had a reaction available to do so.

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Developing to Spec: Part 20d – Lots of Healing Feats

This is the fourth 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’re well into the S feats, with Selective Channel, which requires us to examine one of the consistent differences between PF and Starfinder.

So in PF, when a cleric channels energy, they affect all creatures within range. This can set you up to heal your enemies, which is both both bad tactics and awkward to explain later at Thanksgiving dinner. The Selective Channel feat allows you to choose who you affect, so you can channel to heal allies and skip affecting foes, which is extremely useful.

However our closest analogue to channel energy in Starfinder is the healing channel ability of the mystic’s healer connection… and it already just affects your allies. Man, sometimes it’s like the designers of Starfinder decided to specifically simplify the game and make some of the most popular and common options baked-in to class design. ([MorganFreeman]”They did.”[/MorganFreeman]).

So that use of Selective Channel is out.

Luckily “selective” is a pretty broad term, so all we need is to create a new option for healing channel that involves someone making a choice of some kind.

SELECTIVE CHANNEL
Your allies can help fuel your healing powers.
Prerequisites: Healing channel class feature.
Benefit: When you use your healing channel ability, every ally you heal can choose to donate a Resolve Point to the effort. This decision is made in secret by each ally, then all revealed at once. For every ally that expends a Resolve Point, each healed all may choose to gain an additional 3 Hit Points per mystic level you possess, or 2 Stamina Points per healer level you possess.

That brings us to Self-Sufficient and, yeah, it’s another +2 to two skills feat we need to totally redesign. We can still apply the benefits to Medicine and Survival, but we need to take some liberties to make it a feat a player would consider taking.

SELF-SUFFICIENT
You are an expert at looking out for yourself.
Benefit: When you make a Medicine check with yourself as the only target, you gain a +2 circumstance bonus to your result. Additionally, anytime you spent Resolve Points to stay in the fight, you may make a Medicine check on yourself for first aid, treat deadly wounds, treat disease, or treat poison without taking an additional action to do so. Additionally, if you make a Survival check with yourself as the only target to endure severe weather or live off the land, you gain a +2 circumstance bonus to your result.

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This series of posts about my specific game writing and development process (along with concrete examples and Starfinder feats) is — like all my blog posts — is only possible if people join my Patreon, help me have the free time to write these things, and let me know what you want to see!

Developing to Spec: Part 20c – Ride and Run

This is the third 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 are now at Ride-By Attack and Run. Ride-by Attack as written mostly isn’t needed in Starfinder (assuming you are using the creature companion rules in AA3), because when you ride a mount you gain its movement, which means Spring Attack works with your mounted speed. However, since there are companion riding rules, we can work with them to give some kind of mounted combat bonus.

This begins to push past the number of prerequisites I prefer to have on Starfiner feats given how rarer long prerequisite chains are, but since this is designed to directly work with Spring Attack, we have to list that feat and all its prerequisites.

RIDE-BY ATTACK (Combat)
You and your mount have mastered hit-and-run tactics.
Prerequisites: Dex 15, creature companion, Mobility, Spring Attack, base attack bonus +4.
Benefit: Any round you are riding your companion and make a melee attack, if your companion has only taken one action, it may additionally make a move action.

Run doesn’t do much by Starfinder standards, but we can read the Starfinder rules on running to see if we can punch it up a bit.

RUN
You are able to run quickly and under adverse conditions.
Benefit: When you run as a full action, you can move up to five times your speed in a straight line. You do not gain the flat-footed condition as a result of running, and you can run even if you must cross difficult terrain or can’t see where you’re going. You can run for a number of rounds equal to double your Constitution score.

PATREON
This series of posts about my specific game writing and development process (along with concrete examples and Starfinder feats) is — like all my blog posts — is only possible if people join my Patreon, help me have the free time to write these things, and let me know what you want to see!

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.

RAPID RELOAD (Combat)
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.

RAPID SHOT (Combat)
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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