Starfinder improvemens and suggestions
So i bought FGU a few month ago and i launched several session of Starfinder games. So far i was positively impressed with most of the automation mechanism wich simplify my GM job. As i played i listed some missing function wich could make my GM life even easier (mainly by not making me interacting directly with most simple resolution mecanisme like attacks, saves and short lasting effects).
Since i can't find a list of suggestion related to starfinder ruleset, I open this thread to enumerate some improvement i hope to be implemented for easier use as GM.
Fist of all, i will not list any suggestions related to starship for now : The starship combats function are fairly usable, player friendly (not really GM friendly, but the starship combat in starfinder is a clunky mess on GM side, VTT or not ...) and need some improvement but i read that an overall update need to be done to th starship combat and starship building modules.
The first the section concern change which appear *for me* (and i'm not into coding and i don't know how to use the FGU API, so i may be wrong) to be easy to implement and/or generate an immediate gain for all types of characters :
Weapon specialisation feat should apply its effects on damages with weapons of the linked types to prevent manual configuration of each weapon. Seems pretty usefull as everyone receive this feat for his class weapons at level 3.
- Show the total allowed number of feats on PC sheet, for easier character creation
- Passive power wich add permanent bonus to skills and/or stats (like operative's edge, channel skill for mystic etc.) should be calculated.
- Grenades : Treat it like a spell with a REF save DC before applying dommage to targets
- Armor penalties on skills
- Integrate DR and energies resistances directly to PC sheet, with an associated effect on combat tracker as several races and class powers grant energy resistances.
- Add combat manoeuvers option to the action tab of the PC sheet, since most of them consist in a simple contact attack compared to target KAC+8
- Do the same for Harrying and covering fire, each consisting in a ranged attack against a flat DD15 difficulty. For covering fire, add the associated effect to the targeted ally (+2 to AC against the next attack). Harrying fire effect may be for difficult to integrate.
The second section concerns change wich may be specific to some characters or more difficult to integrate :
- Generally speaking, ability classes which are frequently used (Healing channel) or/and have a simple resolution based on a combo damage + effects (trick attack) shoudl be automatised if possibel. I know Blahness98 did a lot of work to integrate effects, i still need to take a loot at it.
- Soldier : Integrate the full attack option with 3 attacks instead of 2
- Solarian : Solar weapons should be simply listed on items tabs, as weapons
- Solarian : Attunment management (manually or automatically)
I will update this threat as i'll play more sessions, thanks a lot for reading :-)