Owen K.C. Stephens's Blog, page 72

March 9, 2020

What The Heck is “ShadowFinders?”

So, I happened to mention a “ShadowFinders” campaign on social media a few times in the past few weeks, leading a number of people to ask “What the heck is ShadowFinders, and when does it come out?”


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And now I’ll have a place to point them to, at least for the moment. And the answers are… “A theoretical modern Pathfinder campaign I have been noodling and, as far as I know, never.”


I know, not very satisfying.


The thing it, I already have TWO campaign settings mulling about that I work on when I get what I laughingly refer to as “Space Time.” I’ve been working on-and-off on the Really Wild West (a campaign hack for Starfinder), and more recently Sorcerers & Speakeasies (a campaign setting for 5e). Those are both mix-modern-and-fantasy settings, with Really Wild West having a great deal more material done for it (having begun working on it more than 2 years ago), and Sorcerers & Speakeasies currently having an actual for-sale product currently being designed by a freelancer.


So, clearly, I already have my hands full with modern fantasy pastiche ideas for two game systems that I don;t have time to move forward at full speed as it is. So why would I add another?


To some extend, I can’t help it.


I didn’t become an RPG game designer because that was my life goal. I slid into it sideways, by loving games (especially RPGs), and making up stuff for my own home games (mostly RPGs), and wanting to turn my hobby into a revenue-neutral pastime that paid for itself. (You can read more detailed accounts of my nearly-accidental entry into my 20+ year RPG design career at “From the Freelancing Frontline,” in a series of articles at EN World.)


And, it’s still one of my primary hobbies. Which means, I am still having ideas about things I’d like to run as games, or add to games, or even play in games. Now, a lot of that content ends up in products I write or develop–I find it easiest to work on a game system if I am playing that system. (I know some rpg designers prefer not to be frequently playing the game they are working on, and given how great many of those designers are I have to say that works for them. I don’t think it would work well for me.)


But a lot of it DOESN’T end up in my professional writing. Now, some of that is for legal reasons (yes I have thoughts on Jedi in Starfinder, but unless I create a totally different Owen-as-fan-only space, I’m never going to share them). Some of it is because it’s material I’d only want to use in a context where I knew the people involved and could tailor it to match their preferences and playstyles. But some of it is just because there hasn’t been a good match yet, and/or because I haven’t had the time.


And that last category is the weird limbo where ShadowFinders exists.


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I have several solid ideas for ShadowFinders, as a modern supplement for Pathfinder 2nd Edition. Essentially a smaller stand-alone hardback book that is a complete RPG and 100% compatible with the Core Rulebook, but focuses on a modern, urban fantasy game. I have ideas on how I’d save space (many fewer ancestries and classes, likely only occult and primal magic), how to link it to existing cosmology (some primal magic comes from Egypt, which once had strange portals to another Egypt-like land in another world, but most magic is occult material that entered the world in through strange events involving Rasputin), and how it would work with the existing rules (as a modern supplement, with material you could use in a 100% fantasy setting, or could add to a fantasy setting that happened to already have alien spaceships and guns in it in limited locations).


But that approach works best if it’s a book Paizo publishes… and that is both unlikely (I have some idea how hard it is for Paizo to manage to both maintain its currently offers AND produce a new core rulebook with a new setting), and if it did happen would  most likely not involve me in any major capacity. I have thoughts on that too, of course (involving Paizo deciding to outsource creation of a SahdowFinders rpg to keep costs and down and experiment with freelance production and development), but that’s not particularly likely either. (Never say never, but be realistic with your planning.)


So, that leaves me with a name and idea I like but that would work best in production circumstances that aren’t going to happen soon if ever, no spare time, two more similar projects already further along… and tons of ideas for a thing I can’t take time to move forward on right now.


So is ShadowFinders dead? No, definitely not. But it is in a holding pattern, neither being given up on nor getting any resources to speak of at the moment. One of the few things I know is that I never know what I’ll be working on in 3 years, and often have no idea what I’ll be working on in 1 year.


It PROBABLY won’t be any version of ShadowFinders…


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Unless, of course, it gets a huge positive response from a Patreon crowd that grows large enough to support even more of my time going to working on such things.

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Published on March 09, 2020 12:40

March 6, 2020

Technomancer Mind-Affecting Spells VI

Today we wrap up (for now, at least) exploring the design space of technomancer mind-affecting spells.


If we want a mind-affecting spells to feel like a viable concept for a technomancer (which is the only time at which it would make sense to select the robot influence magic hack), we’re going to need at least two different mind-affecting spells at each spell level for 1st and higher, and at least one 0-level spell.


So far we’ve done a 0-level spelltwo first, a 2nd-level (to go with their existing 2nd-level mind-affecting spell, daze monster), two 3rd-level, 4th-level, and 5th-level spells. So, let’s do two technomancer-flavored 6th-level mind-affecting spells.


For balance on these we looked at a lot of 6th-level spells, but since there don;t seem to be any 6th-level mind-affecting spells in Starfinder, there aren’t any specific 1-to-1 comparisons.


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Algorithm [Technomancer 6]

School enchantment (compulsion, mind-affecting)

Casting Time 1 standard action

Range medium (100 ft. +10 ft./level)

Targets one creature/level, no two of which can be more than 30 feet apart

Duration 1 round/level

Saving Throw Will partial; Spell Resistance yes


You impose an algorithm on the decision-making processes and efforts undertaken by of the spell’s targets. Each round, you can designate one creature to be protected by the algorithm. Any affected target takes a -5 penalty to all skill checks regarding the target, attack rolls against the target, and to the save DC of any ability they use that affects the target. You can change the protected creature each round, ending the protection against any previous creature. Targets that fail their saving throw are unaware their actions are being influenced by a spell.


Targets that succeed at their Will save only take a -2 penalty to skills, attacks, and DCs, and are aware they are under the effects of a spell.


Target Lock [Technomancer 6]

School enchantment (compulsion, mind-affecting)

Casting Time 1 standard action

Range medium (100 ft. +10 ft./level)

Targets one creature

Duration 1 minute/level

Saving Throw Will partial; Spell Resistance yes


You lock the target’s attention onto one foe, and prompt it to attack that foe. The target must attack the foe with the attack most likely to be effective against it with at least one action per round. If the target succeeds at a Will save it can ignore this command, but the mental effort to do so causes it to be fatigued for the duration of the spell. The fatigue ends when the spell ends, or if the creature decided to attack the designated foe.


PATREON

Enjoy this Starfinder content? Want to see more? Want to see something else? You can back my Patreon to encourage me to do more of the kind of work you want to see, and you can subscribe to the 52-in-52 program to get entire game supplements, one a week for every week of 20020, that are done in four versions for four game systems, including Starfinder!

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Published on March 06, 2020 13:29

March 5, 2020

Technomancer Mind-Affecting Spells V

We’re still exploring the design space of technomancer mind-affecting spells.


If we want a mind-affecting spells to feel like a viable concept for a technomancer (which is the only time at which it would make sense to select the robot influence magic hack), we’re going to need at least two different mind-affecting spells at each spell level for 1st and higher, and at least one 0-level spell.


So far we’ve done a 0-level spell, two first, a 2nd-level (to go with their existing 2nd-level mind-affecting spell, daze monster), two 3rd-level spells, and two-fourth-level spells. So, let’s do two technomancer-flavored 5th-level mind-affecting spells.


Blockchain looks at the scaling fear spell for determining it’s total power level–it’s not as debilitating, but has a much larger area, targets nonliving creatures, only targets enemies, and at this level lasts long, and has some effect even on targets who make their save, with off-target a pretty good guaranteed effect (and even dazzled causes you to be -1 on all attack rolls, which may not seem like much but isn’t bad if you hit a bunch of foes as the minimum effect they take on top of off-target).


Greater check the comments looks to greater command for how to upgrade 1st-level spells at 5th level.


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Blockchain [Technomancer 5]

School enchantment (compulsion, mind-affecting)

Casting Time 1 standard action

Range 60 feet

Targets all foes in a cone-shaped emanation

Duration 1 round/level

Saving Throw Will partial; Spell Resistance yes


You flood the minds of of every foe in the area to a series of interconnected mental checklists they must fulfill while taking any action. Targets are entangled as they constantly start and stop each thing they do, trying to fulfill the checklists demanded for each decision they make. Targets that succeed at their Will save still find their minds filled with checklists, but know they are artificial and can be ignored, though the distraction causes them to still be off-target. Targets already off-target are instead dazzled.


Check the Comments, Greater [Technomancer 5]

School enchantment (compulsion, mind-affecting)

Targets up to one creature/level, no two of which can be more than 30 ft. apart

Save Will negates


This spell functions like check the comments, except you can affect up to one creature per level and creatures make their announcements in one language you know of your choice, even if they do not speak that language (or, indeed, even if they speak no language).


PATREON

Enjoy this Starfinder content? Want to see more? Want to see something else? You can back my Patreon to encourage me to do more of the kind of work you want to see, and you can subscribe to the 52-in-52 program to get entire game supplements, one a week for every week of 20020, that are done in four versions for four game systems, including Starfinder!


 


 

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Published on March 05, 2020 10:38

March 4, 2020

Technomancer Mind-Affecting Spells IV

We’re exploring the design space of technomancer mind-affecting spells.


If we want a mind-affecting spells to feel like a viable concept for a technomancer (which is the only time at which it would make sense to select the robot influence magic hack), we’re going to need at least two different mind-affecting spells at each spell level for 1st and higher, and at least one 0-level spell.


So far we’ve done a 0, two first, a 2nd (to go with their existing 2nd-level mind-affecting spell, daze monster), and two 3rd-level spells. So, let’s do two technomancer-flavored 4th-level mind-affecting spells.


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CAPSLOCK looks at the various fear spells as a way to establish a power-level baseline, while safety on is balanced against hold monster.


CAPSLOCK isn’t nearly as debilitating as fear, but even on a failed save the target is affected briefly.


I also wrote safety on as a reminder (to myself as much as anyone) that’s there is more to technology than just computers, and thus technomancer spells should play with nondigital concepts as well. I like the concept of a technomancer being able to take the concept of a gun’s safety, and apply it to a person. It’s not as debilitating as hold monster, but the target also doesn’t get a save to end it every round, and again it has some impact even on targets that make a save.


CAPSLOCK [Technomancer 4]

School enchantment (compulsion, mind-affecting)

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Targets all foes, no two of which can be more than 30 ft. apart

Duration 1 minute/level

Saving Throw Will partial; Spell Resistance yes


You rewire the targets’ ability to make decisions, forcing them to go all-or-nothing on everything they do. They can only take actions designated a full actions or double move actions (preventing any single attacks, standard actions, or single move actions) and cannot take reactions or swift actions. If they speak they must shout, and when moving they make heavy, deliberate steps, preventing any Bluff check to pass secret messages, and any Sleight of Hand or Stealth checks. They cannot take 10 or take 20 on skill checks, even if they have an ability that would normally allow them to do so when distracted or in danger.


If a target succeeds as a skill check, the duration of this spell is reduced to 1d4 rounds for that target.


Safety On [Technomancer 4]

School enchantment (compulsion, mind-affecting)

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Targets one creature

Duration 1 round/2 levels (D)

Saving Throw Will partial, see text; Spell Resistance yes


The target cannot use a weapon for any purpose, make any attack roll, or take any action that would force creatures to make saving throws if they were targeted by or in the area of the action’s end result.


A target that succeeds at a Will save can take any actions it wishes, but suffers a -2 penalty to attack rolls, and the save DC of any effect it creates is reduced by 1.


PATREON

Enjoy this Starfinder content? Want to see more? Want to see something else? You can back my Patreon to encourage me to do more of the kind of work you want to see, and you can subscribe to the 52-in-52 program to get entire game supplements, one a week for every week of 20020, that are done in four versions for four game systems, including Starfinder!

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Published on March 04, 2020 12:15

March 3, 2020

Technomancer Mind-Affecting Spells III

We’re exploring the design space of technomacner mind-affecting spells.


If we want a mind-affecting spells to feel like a viable concept for a technomancer (which is the only time at which it would make sense to select the robot influence magic hack), we’re going to need at least two different mind-affecting spells at each spell level for 1st and higher, and at least one 0-level spell.


So far we’ve done a 0, two first, and a 2nd (to go with their existing 2nd-level mind-affecting spell, daze monster). So, let’s do two technomancer-flavored 3rd-level mind-affecting spells.


When determining the power level of these we used mental block to compare the power level of EULA, and charm monster to compare to IFF hack.


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End-User Licensing Agreement [Technomancer 3]

School enchantment (compulsion, mind-affecting)

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Targets up to one creature/level, no two of which can be more than 30 ft. apart

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes


You cause targets of this spell to be unable to bring themselves to use technological and hybrid items. Whenever the targets wish to use any technological or hybrid device (including weapons) that requires a skill check or action of any kind, they find themselves overpowered by a need to register their ownership online first, and read all the manufacturer’s rules and warnings for device use.  Targets are aware that this compulsion will take so long to fulfill that there is no point in even trying to fulfill it. Each round at the end a target’s turn, that target can attempt another Will save to end this effect.


IFF Hack [Technomancer 3]

School enchantment (compulsion, mind-affecting)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Targets one living creature

Duration 1 round/level

Saving Throw Will partial; Spell Resistance yes


You influence the ability of the target creature to tell friend from foe. The target cannot treat any creature as an ally. Additionally, it must succeed at a Will save or on its next turn it must attack a creature you designate at the time of casting. If target has no attack that can reach the creature you designate, it is instead confused for 1 round.


PATREON

Enjoy this Starfinder content? Want to see more? Want to see something else? You can back my Patreon to encourage me to do more of the kind of work you want to see, and you can subscribe to the 52-in-52 program to get entire game supplements, one a week for every week of 20020, that are done in four versions for four game systems, including Starfinder!

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Published on March 03, 2020 08:27

February 28, 2020

Technomancer Mind-Affecting Spells II

We’re exploring the design space of technomacner mind-affecting spells.


If we want a mind-affecting spells to feel like a viable concept for a technomancer (which is the only time at which it would make sense to select the robot influence magic hack), we’re going to need at least two different mind-affecting spells at each spell level for 1st and higher, and at least one 0-level spell.


Which sounds like a great subject for a short series of blog posts!


We already did two 1st-level spells, and there’s already daze monster at 2nd, so let’s look at a 0-level and a 2nd-level.


Fragmented uses fatigue as a comparison to make sure we’re still at a 0-level spell’s power level.


Fragmented  [Technomancer 0]

School enchantment (mind-affecting)

Casting Time 1 standard action

Range touch

Targets one creature

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

You can fragment the mental processes of the target, causing them to feel disrupted and attacked by slivers of old sensations and memories. You make a melee attack against a single target’s EAC, adding your key ability score modifier to the attack roll instead of your Strength modifier if it is higher. The target must succeed at a Will save or be sickened for the spell’s duration. Casting this spell doesn’t provoke attacks of opportunity.


Malware is much more complex, but we still looked at hold person and daze monster as comparisons. It’s designed to be of use even if the target succeeds at a save, without even being as completely incapacitating as hold person and daze monster. It’s compulsion has strong limits, but still gives some interesting options within those limitations.


Malware [Technomancer 2]

School enchantment (compulsion, mind-affecting)

Casting Time 1 standard action

Range Medium (100 ft. +10 ft./level)

Targets one creature

Duration 1 round/level

Saving Throw Will partial; Spell Resistance yes

You insert a psychic control program into the target, causing you to have some control over its actions. The target must make a will save. If it succeeds it fights off the control program, but doing so causes it to be staggered for 1 round. If it fails, the creature is staggered for the spell’s duration, but you can also give it one command each round. If the target takes a standard action, you can command it to take a specific additional move action. If it takes a move action, you can command it to take a specific additional standard action. If the action you command it to take places itself or its allies in direct risk, it gains an additional saving throw with a +5 bonus to end your ability to give it orders, though it remains staggered for the spell’s duration.


PATREON

Enjoy this Starfinder content? Want to see more? Want to see something else? You can back my Patreon to encourage me to do more of the kind of work you want to see, and you can subscribe to the 52-in-52 program to get entire game supplements, one a week for every week of 20020, that are done in four versions for four game systems, including Starfinder!

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Published on February 28, 2020 11:40

February 27, 2020

Design Space: Technomancer mind-affecting spells I

Sometimes a game has rules or options that suggest there are things that should exist, but they don’t. Or at least, they don’t existing in the form or to the degree they should. This is often a sign of a good ‘design space,’ a place where a game seems to need more material designed for it, where the existing rules don’t feel every reasonable iteration of the concept, and where such material won’t feel extraneous or uninteresting.


As a negative example, there’s not much design space between a shortsword that does 1d6 damage, and a longsword that does 1d8 damage. There are certainly things you can do (some companies make 7-sided dice, you can add or remove other elements such as cost and weapon traits and proficiency, and so on). So yes, you could make a ‘broadsword’ that cost more than a short sword, and weighed more, and did a d8 damage, but was easier to gain proficiency in than a longsword. But it’ll feel :showhorned in,” and not be as useful an addition to the game as a weapon with a totally different damage die or some more clear differentiating feature.


A positive example is in the Starfinder Roleplaying Game, where technomancers have a magic hack (“robot influence”) that allow them to affect constructs, robots, and other creatures that have the technological subtype, even if they’re mindless or would normally be immune.


Now, think about what mind-affecting spells a technomancer would use that with. … Right. Daze monster doesn’t suck, but it’s not worth a whole magic hack. The problem, of course, is that mind-affecting spells don’t normally feel like they are closely connected to technology. But that’s a conceptual hurdle that can be overcome, and mind-affecting spells are such a broad category that we can design them to feel very different from existing spells that mystics and witchwarpers get.


So, let’s create some! Specifically some low-level, technology and computer culture-inspired mind-affecting technomaner spells!


Check the Comments [Technomancer 1]

School enchantment (compulsion, mind-affecting)

Range medium (100 ft. + 10 ft./level)

Targets one creature

Duration one minute/level

Save Will negates


The target creature announced each action it is about to take before it takes it. If it is aware of a shared language it has with you, it uses that language to make these announcements, otherwise it uses its native language. If it announces an attack or effect that requires a saving throw, any creature that understands its announcement gains a +2 circumstance bonus to their AC or save against that effect. Additionally, if someone who understands the announcements readies an action to be triggered by an action the target announced, the readied action is triggered by the announcement, and thus is resolved before the triggering action. 




Dropped Pixel [Technomancer 1]

School enchantment (mind-affecting)




Range medium (100 ft. + 10 ft./level)

Targets one creature

Duration one minute/level

Save Will partial


The target creature cannot maintain any direct observation of you with a precise sense. They can track you with imprecise senses, but whenever they try to determine your exact  location or appearance they find themselves looking away, fixating on an item near you, or similarly not directly observing you. You gain concealment from the target. If the target succeeds at a Will save, the spell’s duration is reduced to 1 round.


PATREON

Enjoy this Starfinder content? Want to see more? Want to see something else? You can back my Patreon to encourage me to do more of the kind of work you want to see, and you can subscribe to the 52-in-52 program to get entire game supplements, one a week for every week of 20020, that are done in four versions for four game systems, including Starfinder!

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Published on February 27, 2020 10:43

February 26, 2020

Sorcerers & Speakeasies Part 3 (Religions)

We’ve talked about doing the 1920s Magic and Mobsters campaign, “Sorcerers and Speakeasies” in general terms, and  talked a bit about Backgrounds, and even talked a bit about our plans on the BAMF podcast.


A common question that has come up during these discussions is: What do you plan to do about religion?


It’s a common question anytime you add fantastic elements to a setting rooted in real-world history. There are numerous potential issues when you look to grant traditional D&D-like divine powers to real-world religions. These problems are magnified if you don’t do tons and tons of research. Should you treat Christians differently than Hindus? Is Zues still worshipped? Are their fantasy gods, like Karracker? If monotheist religions can talk to God, does that prove polytheists are wrong?


So, Sorcerers and Speakeasies is leaning toward avoiding a lot of those questions, and focusing instead on religios themes. Players and GMs can do whatever they and their group are comfortable with those themes.


First and foremost, gods (and God) don’t talk to people in Sorcerers and Speakeasies.


Outsiders do… but all admit they can’t discuss (or don’t know) the reality of gods. Angelic and fiendish creatures themselves follow various religions, or at least seem to, but in general state they support those mortals that support their own areas of concern, often as indicated through Aspects (see below).


Cleric: Three Callings

Gods aren’t as directly communicative in 1920 as they seemed to be in Ancient times. Rather than the focused power of a divine domain, S&S clerics are generally following a calling that motivates them to live spiritual lives in very specific ways.

Calling of Ordination – Member of a specific holy order, though that may be a Buddhist nun, Catholic priest, Presbyterian pastor, semicha lerabanim, or any other organized group that have common rules, training, and requirements to join.

Calling of Preachers – You have been called to preach. Perhaps in a church, perhaps under a tent, or perhaps on a street corner.

Calling of Witness – You don’t just have faith, you demonstrate it by doing something dangerous as proof your faith protects you. Among the most famous of these are scorpion-dancers, who handle deadly scorpions as proof they have divine protection.


Sixteen Domains

Certainly there’s nothing wrong with the domains in the Player’s handbook–if you want to play a cleric of the Knowledge domain, feel free. But most Sorcerers and Speakeasies clerics, and divine characters and NPCs in general, are built around one of sixteen Aspects, each of which has a domain.


These are build off concepts often seen as “sins” and “virtues,” and eight of each have angels and fiends empowered by them, but the aspects are not alignment-locked. While there are demons of Pride, it is possible to have a good-aligned cleric of Pride who embodied taking pride in your work and avoiding false modesty. Similarly someone who believes in killing those who are not generous enough would be an evil figure of Generosity).


Angelic Aspects: Courage, Diligence, Generosity, Gratitude, Humility, Justice, Patience, Prudence


Fiendish Aspects: Cowardice, Envy, Gluttony, Greed, Lust, Pride, Sloth, Wrath


Want to See More of This? Back my Patreon!


Today’s post only happened because I was able to turn down some small freelance projects, giving me spare time to consider these questions, and replace the income those would have brought in with money from my Patreon. Even just the price of a cup of coffee each month makes a big difference in how much content I can put out on my blog!


 

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Published on February 26, 2020 05:51

February 25, 2020

One Feat: Four Systems (Allied Spellcaster)

So, obviously, I’ve been working in a lot of different game systems recently. With the 52-in-52 program, I’m developing the same game content for Pathfinder 1st ed, Pathfinder 2nd ed, Starfinder, and 5e.


It’s been a fascinating view of how the different game systems look at game elements that have the same name, but different functions.


For example, feats.


In Pathfinder 1e and Starfinder, feats are cross-character goodies that are generally designed to be optional, and sometimes tie into class design (such as for the fighter and soldier), but not always.


For Pathfinder 2e, feats are the quintessential character ability, and different kinds of feats are crucial to your ancestry, class, and any archetype you take.


For 5e, feats are entirely optional, and if taken come in place of ability score advancements. Each feat is more potent in many ways, but you can make a character with a single feat, or no feats, and no class depends on feats for any part of its core functions.


As an example, we’re going to take a PF1 teamwork feat, and present it (as a non-teamwork feat) in different versions, one for each of the four game systems.


Here’s the original, a PF1 Teamwork feat


Allied Spellcaster (Teamwork)

With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.

Prerequisite: Caster level 1st.

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level-dependent variables, such as duration, range, and effect.


Here’s a new PF1 version, that isn’t a teamwork feat


ALLIED SPELLCASTER

You can aid an allied spellcaster, adding your magic power to their own.

Prerequisite: Caster level 1st.

Benefit: Whenever you are adjacent to an ally who can cast spells, as a standard action you can expend a spell slot or prepared spell of 1st level or higher to attempt to boost their spellcasting ability. This requires a Spellcraft check, DC 10 + double the level of the spell slot expended. On a successful check, you increase their caster level for the next spell they cast before the beginning of your next round by an amount equal to the level of the spell or spell slot expended.


You can also take eldritch power from a willing adjacent spellcaster to boost the power of your own spells. The allied spellcaster must ready to grant you a spell slot or prepared spell of 1st level of 1st level or higher on your turn. If they do so, you make the same Spellcraft check as a swift action and, if successful, for the next spell you cast this round your caster level is increased by an amount equal to the spell level your ally expended.


*So, that plays with both action economy and resource management, but it lets you play the spellcaster who can work in a group without anyone else having to also have the feat in question.


Here’s the same spell for Starfinder.


ALLIED SPELLCASTER

You can aid an allied spellcaster, adding your magic power to their own.

Prerequisite: Caster level 1st.

Benefit: Whenever you are adjacent to an ally who can cast spells, as a standard action you can expend a spell slot of 1st level or higher to attempt to boost their spellcasting ability. This requires a Mysticism check, DC 10 + triple the level of the spell slot expended. On a successful check, you increase their caster level for the next spell they cast before the beginning of your next round by an amount equal to the level of the spell or spell slot expended. If the spell does damage and does not have a duration, area, or damage calculation based on level, you can instead grant +3 damage per level of spell you expended.


You can also take eldritch power from a willing adjacent spellcaster to boost the power of your own spells. The allied spellcaster takes a standard action to imbue you with energy by expending  a spell slot of 1st level or higher on your turn. If they do so, on your turn you can make the same Mysticism check as part of the action to cast your next spell and, if successful, gain the benefits listed above. If you do not cast a spell within 1 round of being imbued, the additional spell energy is lost.


*That’s very similar, though it makes an adjustment for the fact that Starfinder doesn’t generally have damage affected by caster level and readied actions work differently caused us to make some adjustments.


Here’s a version for 5e.


ALLIED SPELLCASTER

Prerequisite: Caster level 1st or higher

You are skilled at magic manipulatipons. Increase your Intelligence, Wisdom, or Charisma score by 1.

You can cast a spell to boost the effectiveness of an allied spellcaster within 60 feet, rather than its normal effect. If allied spellcaster casts a spell of their own that is no more than one spell level higher on their next turn, they have advantage on any attack roll the spell requires, or one target of their choice has disadvantage on any saving throw the spell requires.

An ally can cast a spell to boost your effectiveness rather than the spell’s normal effect, giving you the same benefit on your next turn.


*Things in 5e are simpler. Like, way simpler. Advantage or disadvantage is 75% of how the game handles things. And they are pretty big bonuses (work out to about a +4 bonus on a d20), so it’s okay that this only applies to spells of a level close to the level you expend.


That said, weaker feats in 5e also give you a +1 to one ability score (since you gave up a +2 to get the feat), which applies here given how circumstantial this is.


Here’s the same feat for PF2


ALLIED SPELLCASTER     FEAT 2

General Skill

Prerequisites: Expert in Arcana, Nature, Occultism or Religion

You can use the aid reaction to assist an adjacent ally when they cast a spell. This requires a successful Arcana, Nature, Occultism or Religion check (you must be expert in the selected skill) with a DC of 20 + double the level of spell the ally is casting. You must expend a spell slot of 1st level or higher, and you gain a bonus to your skill check equal to the level of the spell expended. You grant the ally a +2 circumstance bonus to their attack roll, or a +1 bonus to the save DC of their spell.

An adjacent allied spellcaster can attempt to use the aid reaction when you cast a spell. This works the same way, except you must make the Arcana, Nature, Occultism or Religion check.


*Pf2 uses a universal proficiency system for everything, so a +2 bonus matters as much at 15th level as it does at 5th level. There’s already an aid action which might be usable if a spell required an attack roll, but it’s not clear how it would apply and it certainly won’t boost save DCs. This cut through that, and is a skill feat spellcasters might really appreciate.


PATREON

Enjoy this look at one feat in four game systems? want to see more? You can back my Patreon to encourage me to do more of this kind of work, and you can subscribe to the 52-in-52 program to get entire game supplements, one a week for every week of 20020, that are done in four versions, one for each game system!


 

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Published on February 25, 2020 09:32

February 24, 2020

Teaser: Mythic Stars

“Man, I have too many projects I want to do.”


I literally did not write that, it’s from an IM with a colleague from today. But I COULD have written it and been 100% accurate and honest.


It’s a common problem for creatives of all types, but for the independent creative it can come with added pressure. I have more ideas than I have time. So I have to guess what the smart projects to undertake are, for my career development, visibility, and, of course, income.


Sometimes, those decisions happen well after a project has begun. You can be thousands of words into something, then higher-priority projects come along, and you put something down “just until you’re caught up.”


And then it stays put down forever.


So, that brings us to today’s post.


This is a teaser of “MYTHIC STARS,” a set of rules I am working on to create Mythic for Starfinder. This is incomplete, and is only a first draft, but it gives some hint of the direction I was taking this. I have a lot of design goals (no numeric bonuses, more compact presentation, hit different themes, and so on), and the project was begin something like two years ago. But it got put down, and I don’t know when I’ll be able to pick it up again.


But, of course, if it turns out the teaser gains a huge response, then maybe I’ll reprioritize.

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Published on February 24, 2020 10:40

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