Evolivolution
August 9th, 2020, 20:27
So here are some ideas that I have on how the SFRPG ruleset might be changed and improved. A lot of this is very technical stuff that goes into the details of the game mechanics. This post generally would fit into the Automation Poll thread but there is also some other stuff in here that would better fit into a bug report thread or even somewhere completely else, so I thought a new thread might work better. I’ll try to sort my thoughts but I might jump a bit in between.
All of these things came up with my group or in my preparations as a GM and for some of them I did more thorough testing. We play on FGU and I didn’t check any of this in classic specifically. I will also make some assumptions along the way about the programming of the actual ruleset because I don’t know how that’s done. I just figured out what I can about how to do stuff in client and I have a little bit of knowledge about XML.
Let’s start with PC’s on the main page and work our way through.
PCs
Main Page
Class & Level: It would be nice to be able to adjust the level of a class. I know it doesn’t have a lot of use but there are things like the Mnemonic Editor (CRB 226) that allow you to change things like that as a player and as a GM I enjoy every freedom I have. A little sidenote; when you delete a class fully from a characters sheet it adjusts some stuff like Stamina and Skill Ranks but doesn’t do so for other things like HP and Saves (these are just examples, I didn’t check this in depth because I feel like it would find no use anyway).
Archetypes: Again I didn’t test this in detail because it didn’t come up in my games but as far as I’m aware adding an Archetype to a class doesn’t overwrite the classes features when leveling that class.
Abilities: When first creating a character the CRB offers three options for determining Ability Scores. For the normal one, which is buying the points it would be nice to add a counter to see how many points you have already spend or how many you have left. And I’d love to see options to choose another method, while still guiding you through character creation for newer players.
Ability Modifications: The “Mod” part of the editor here works great. You can input things like Personal Upgrades (CRB 212) or similar functioning things here without affecting the actual score and thereby the increases on level 5, 10, 15, 20 and other stuff. Same goes for the “Dmg” part. I don’t get the “Equip” section though. First I thought it might be used to insert values of your equipment like the Strength a Powered Armor (CRB 203) has but it also adds to your total score like the others do. Maybe there is a use for that and I’d love to hear it but my go right now would be to change it to work like I mentioned and also fill in Int, Wis and Cha. I feel it looks incomplete and it might come in handy for sentient pieces of Equipment. Intelligent items and their ego isn’t a thing in Starfinder but I can imagine some GMs using homebrew that leans into that.
Combat Editor, Attack Bonus Size Category: As far as I’m aware there are no Bonuses or Penalties applied by just having a certain size.
Damage Reduction: Reposition this to actually see what you type in here and also make this function like the Defensive Abilities section in the NPC sheets so it adds the effects automatically when adding the character to the combat tracker.
Skills Page
Free Skill Ranks: Just make every class be able to use this feature. I think it takes the class level of operative right now and just applies to all skills you ticked. Why not just make all classes be able to have free skills and also it would be nice to actually be able to adjust the number in the box. I guess just the second thing would be the important one cause the box does show up on every character sheet you just can't edit it.
Abilities Page
Automation: This one is simple but probably a lot of work. Proficiency does it and some feats (like toughness) do it already but having all the stuff apply its changes automatically would be nice. Sure you still have to double check what does that and what doesn’t which came up in the automation poll because some things are just not automatable or too complex but i think it makes the usability better still.
Inventory Page
Augmentations: Make this window a little more refined. Since you have a maximum of one augmentation per body part (CRB 208) it would be nice if this window offered a quick look around which systems you have and which “slots” might still be unused.
Armor (Str): Now here is a thing that actually is for the Strength of your armor but it only applies to carrying capacity and not to anything else.
Financial Assets: First of all make the names of the three slots changeable. When I made the first characters with my group I gave them some credits and UPBs so they would have the slots assigned. It used the first two slots which seemed logic at the time. Some levels later I introduced some pseudo currency which was only relevant for 3 sessions or so and it went (unexpectedly) in the third slot. That’s also when we found out that the third slot is meant to house UPBs since it adds to your encumbrance (CRB 233). So I had to go and export all the characters and change the slot names in the XML files so it fits. Please make it more clear that UPBs belong in the third slot, even preset the name for it. It was really confusing for my players since they suddenly went through a lot of trouble keeping their encumbrance low and I also didn’t know what was going on.
Actions and Spells
Full Attacks: First of all a little bug; When you open up a weapons editor window you can edit a bonus for attacks made with that weapon in general or you can add it for single and full attacks separately. Only the Full Attack Bonus doesn’t actually apply to any rolls.
Triple and Quad Attacks: While you can change the amount of dice used for a so called “Full Attack”. It would be nice to have seperate buttons for triple and quad attacks that some classes get because most of the time they have different penalties and you would have to change not only the dice count but also the bonus. That is as soon as 1.5.1 gets fixed.
Weapon Damage: So long as weapon specialization isn’t automated (and also in general for me) it would be nice have an additional section in the weapon damage formula that would go something like this: + [N] x [ CL | CL/2 | - ] ([N]). Basically like the Mult x Stat (Max) only for CL.
Ability Usage; Opposed Check: Still didn’t figure out how to use this...
Ability Usage; On Save Damaage: Too much a
Ability Management: It would be very cool to have some sort of storage system or at least a way to copy full actions to other character sheets. For stuff like Serums of Healing or Force Fields that find much use its annoying to have to create it from scratch for every character.
Spell/Ability Damage & Heal: Would be nice if the Formula included PC Stats in the Dice Multiplier not only CL, like the Multi x Stat right next to it.
Spell/Ability Damage & Heal: Metamagic is not a thing in Starfinder.
Spell/Ability Damage: The “Spell Dmg?” button is nice but it doesn’t work in the ability page. “Ability” gets added as a damage type any way. Even if this is fixed I have another complaint with this; Neither Ability nor Spell should be damage types but I will come back to this later to talk about it in detail. 38442 38443
Caster Level Check: I am missing a quick and easy button to just make a Caster Level Check, for spells like Break Enchantment (CRB 341) or Remove Affliction (CRB 373) that don’t get affected by Spell Penetration and similar stuff because Spell Penetration is to overcome SR only and not for all Caster Level Checks you do (CRB 162). Maybe at the top with the Concentration Check button.
Spell Cast: Change up the attack formula to actually be able to choose the Ability you are using for the attack. A lot of spells allow you to replace Strength or Dexterity with your Key Ability Score when making an attack with them. When changing this it’s important to keep the choice between targeting EAC and KAC around. I could imagine a layout like the weapons currently have, so you can add properties. I’ll go into detail about this later on.
Spell Preparation: Since no class in Starfinder actually needs to prepare a certain amount of spells every day but instead just has a certain amount of spell slots it would be better to change the preparation to work like it does in the NPC sheets where you actually have grey ticks in all the spells of the same level.
All of these things came up with my group or in my preparations as a GM and for some of them I did more thorough testing. We play on FGU and I didn’t check any of this in classic specifically. I will also make some assumptions along the way about the programming of the actual ruleset because I don’t know how that’s done. I just figured out what I can about how to do stuff in client and I have a little bit of knowledge about XML.
Let’s start with PC’s on the main page and work our way through.
PCs
Main Page
Class & Level: It would be nice to be able to adjust the level of a class. I know it doesn’t have a lot of use but there are things like the Mnemonic Editor (CRB 226) that allow you to change things like that as a player and as a GM I enjoy every freedom I have. A little sidenote; when you delete a class fully from a characters sheet it adjusts some stuff like Stamina and Skill Ranks but doesn’t do so for other things like HP and Saves (these are just examples, I didn’t check this in depth because I feel like it would find no use anyway).
Archetypes: Again I didn’t test this in detail because it didn’t come up in my games but as far as I’m aware adding an Archetype to a class doesn’t overwrite the classes features when leveling that class.
Abilities: When first creating a character the CRB offers three options for determining Ability Scores. For the normal one, which is buying the points it would be nice to add a counter to see how many points you have already spend or how many you have left. And I’d love to see options to choose another method, while still guiding you through character creation for newer players.
Ability Modifications: The “Mod” part of the editor here works great. You can input things like Personal Upgrades (CRB 212) or similar functioning things here without affecting the actual score and thereby the increases on level 5, 10, 15, 20 and other stuff. Same goes for the “Dmg” part. I don’t get the “Equip” section though. First I thought it might be used to insert values of your equipment like the Strength a Powered Armor (CRB 203) has but it also adds to your total score like the others do. Maybe there is a use for that and I’d love to hear it but my go right now would be to change it to work like I mentioned and also fill in Int, Wis and Cha. I feel it looks incomplete and it might come in handy for sentient pieces of Equipment. Intelligent items and their ego isn’t a thing in Starfinder but I can imagine some GMs using homebrew that leans into that.
Combat Editor, Attack Bonus Size Category: As far as I’m aware there are no Bonuses or Penalties applied by just having a certain size.
Damage Reduction: Reposition this to actually see what you type in here and also make this function like the Defensive Abilities section in the NPC sheets so it adds the effects automatically when adding the character to the combat tracker.
Skills Page
Free Skill Ranks: Just make every class be able to use this feature. I think it takes the class level of operative right now and just applies to all skills you ticked. Why not just make all classes be able to have free skills and also it would be nice to actually be able to adjust the number in the box. I guess just the second thing would be the important one cause the box does show up on every character sheet you just can't edit it.
Abilities Page
Automation: This one is simple but probably a lot of work. Proficiency does it and some feats (like toughness) do it already but having all the stuff apply its changes automatically would be nice. Sure you still have to double check what does that and what doesn’t which came up in the automation poll because some things are just not automatable or too complex but i think it makes the usability better still.
Inventory Page
Augmentations: Make this window a little more refined. Since you have a maximum of one augmentation per body part (CRB 208) it would be nice if this window offered a quick look around which systems you have and which “slots” might still be unused.
Armor (Str): Now here is a thing that actually is for the Strength of your armor but it only applies to carrying capacity and not to anything else.
Financial Assets: First of all make the names of the three slots changeable. When I made the first characters with my group I gave them some credits and UPBs so they would have the slots assigned. It used the first two slots which seemed logic at the time. Some levels later I introduced some pseudo currency which was only relevant for 3 sessions or so and it went (unexpectedly) in the third slot. That’s also when we found out that the third slot is meant to house UPBs since it adds to your encumbrance (CRB 233). So I had to go and export all the characters and change the slot names in the XML files so it fits. Please make it more clear that UPBs belong in the third slot, even preset the name for it. It was really confusing for my players since they suddenly went through a lot of trouble keeping their encumbrance low and I also didn’t know what was going on.
Actions and Spells
Full Attacks: First of all a little bug; When you open up a weapons editor window you can edit a bonus for attacks made with that weapon in general or you can add it for single and full attacks separately. Only the Full Attack Bonus doesn’t actually apply to any rolls.
Triple and Quad Attacks: While you can change the amount of dice used for a so called “Full Attack”. It would be nice to have seperate buttons for triple and quad attacks that some classes get because most of the time they have different penalties and you would have to change not only the dice count but also the bonus. That is as soon as 1.5.1 gets fixed.
Weapon Damage: So long as weapon specialization isn’t automated (and also in general for me) it would be nice have an additional section in the weapon damage formula that would go something like this: + [N] x [ CL | CL/2 | - ] ([N]). Basically like the Mult x Stat (Max) only for CL.
Ability Usage; Opposed Check: Still didn’t figure out how to use this...
Ability Usage; On Save Damaage: Too much a
Ability Management: It would be very cool to have some sort of storage system or at least a way to copy full actions to other character sheets. For stuff like Serums of Healing or Force Fields that find much use its annoying to have to create it from scratch for every character.
Spell/Ability Damage & Heal: Would be nice if the Formula included PC Stats in the Dice Multiplier not only CL, like the Multi x Stat right next to it.
Spell/Ability Damage & Heal: Metamagic is not a thing in Starfinder.
Spell/Ability Damage: The “Spell Dmg?” button is nice but it doesn’t work in the ability page. “Ability” gets added as a damage type any way. Even if this is fixed I have another complaint with this; Neither Ability nor Spell should be damage types but I will come back to this later to talk about it in detail. 38442 38443
Caster Level Check: I am missing a quick and easy button to just make a Caster Level Check, for spells like Break Enchantment (CRB 341) or Remove Affliction (CRB 373) that don’t get affected by Spell Penetration and similar stuff because Spell Penetration is to overcome SR only and not for all Caster Level Checks you do (CRB 162). Maybe at the top with the Concentration Check button.
Spell Cast: Change up the attack formula to actually be able to choose the Ability you are using for the attack. A lot of spells allow you to replace Strength or Dexterity with your Key Ability Score when making an attack with them. When changing this it’s important to keep the choice between targeting EAC and KAC around. I could imagine a layout like the weapons currently have, so you can add properties. I’ll go into detail about this later on.
Spell Preparation: Since no class in Starfinder actually needs to prepare a certain amount of spells every day but instead just has a certain amount of spell slots it would be better to change the preparation to work like it does in the NPC sheets where you actually have grey ticks in all the spells of the same level.