Mathmuse |

Yeah they're definitely hewing closer to the PF2E Android. But what would the glitching condition mean for an Android? It seems like too severe a handicap to put on Androids given how they've already toned down most of the advantages that Androids have.

I tried to clarify the glitch rules from the Starfinder Field Test #1 in my Thursday comment, but let me run through a scenario.

Imagine that a female android PC has the tech trait and a computer glitch gremlin approaches her. The android begins her turn in the gremlin's Glitch Aura and must make a DC 16 Will save. She rolls low, so both she and her laser pistol gain glitching 1.

The time is still the beginning of her turn, so she has to roll a DC 10 flat check for the glitching. She rolls a natural 11, so she acts normally this turn. She makes an Interact action to draw her laser pistol and that counts as an action involving the pistol, so she makes the DC 10 flat check for the pistol. She rolls a natural 8, so she has a -1 item penalty on the Interact action. Fortunately, Interact actions don't require a check, so that penalty does not matter. The she attempts a Strike action to shoot the gremlin with the pistol. She makes the DC 10 flat check again and rolls a natural 1. The pistol does not function, the Strike does not happen, but that still uses up her 2nd action. She tries the Strike again. She rolls a natural 12, so the pistol functions normally and she makes the Strike. This Strike does not have a multiple attack penalty, because technically it is her first Strike of the turn.

Between turns, the gremlin has moved away from her, so she no longer has to roll for the Glitch Aura. Nevertheless, the glitching 1 remains on her and her pistol.

On her next turn, she makes the DC 10 flat check for herself again, and she rolls a 7 for a -1 item penalty on her actions. Her AC temporarily drops by 1. She makes a Strike against the gremlin again and rolls the glitching DC 10 flat check. It is another 7, so the Strike has a -1 item penalty to the Strike. This does not stack with the android's -1 item penalty to the Strike, so she simply makes the Strike with a -1 penalty. She then Strikes again, this time rolling a 13. The pistol acts normally, but her own -1 penalty is still in effect, so the Strike has a -1 item penalty and a -5 multiple attack penalty. She does not see the point in a 3rd Strike with -11 in penalties, so she Strides instead. That requires no glitching check.

On her third turn, she rolls a natural 1 on her glitching DC 10 flat check. She is Stunned 1. Fortunately, it is the beginning of her turn, so when she gains her actions that turn, she is no longer stunned but gains only 2 actions that turn. And the Critical Failure does not mention an item penalty, so she has no item penalty this turn. She makes a Strike with her pistol, rolls a 6 on the pistol's glitching flat check for a -1 item penalty, so makes the Strike with that penalty. She makes a second Strike and rolls a natural 20 on the flat check. The pistol is no longer glitching.

A teammate kill the gremlin between her turns.

On her fourth turn--wait, why didn't we drop back to exploration or downtime mode? Because the android is still glitching 1. In order to stop glitching, she has to roll a natural 20 on the DC 10 flat check, so she needs to keep having turns. Sometimes she rolls 10 to 19 for acting normally, sometimes she rolls 2-9 for a -1 item penalty, but neither matter because she is simply waiting and rolling for the glitch to wear off. On the eleventh turn, she finally rolls a natural 20 and stops glitching.

The handicap with glitching 1 is minor. 45% of the time the android as a -1 item penalty and a lower AC and saves. 45% of the time she acts normally. On an unlucky natural 1 she loses an action. On a lucky natural 20, she stops glitching. A -1 to AC usually means 14% more damage, but since that is active only 45% of the turns, glitching 1 means taking 6% more damage on average.

Glitching 2 is twice as bad since the item penalty to checks and AC is a -2. And the natural 20 drops it to glitching 1 instead of ending the glitching.

The true annoyance with a PC glitching is that the player has to make a DC 10 flat check every turn. That is time consuming. And the flat checks continue beyond the encounter, taking an average of 20 turns, which is 2 minutes, to remove glitching 1.

The tech trait could also mean that the android could get broken, but we don't know what broken does to a creature.