| Epic Hoagie |
Okay so a friend of mine and I were looking through the monster conversion thinger. It notes that if a monster has feats, they can mostly be used interchangeably with Starfinder's rules unless SF has a feat of the same name, in which case you use the SF version.
There's zero indicator for using PF feats for CHARACTERS. Anyone have any word on this? It'd be amazing if I could use PF feats on my SF character, because holy CRAP the lack of ranged-weapon feats is just mind-boggling in a realm that has so many damn guns!
Obviously Rapid Fire is kinda out with the new version of iterative attacks, but damn give me point-blank shot or precise shot at LEAST, right?
Deadmanwalking
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Precise Shot is already baked into the system, actually. You take no penalty for shooting into melee.
But the only reason to leave Feats at all when converting a monster is because it makes the process quicker. It's not a good idea to do so for PCs given the vastly different game balances and is not supported anywhere for precisely that reason.
| The Mad Comrade |
Given the nature and much smaller number of Starfinder's spells, you won't need metamagic feats. Many of the spells are very close in nature to the undercasting capability of Occult Adventures' psychic spells.
RE: Precise Shot, I believe was discarded despite the presence of the soft cover rule remaining in the game. In no small part because many characters are likely to heavily favor ranged combat via small arms.
During my preliminary playtests overall I've come to vastly prefer Starfinder's combat rules. One thing to remember with Deadly Aim - as Ravingdork has pointed out on a different thread - is that it is a break-even proposition until you hit a base attack bonus of at least +6. Once you hit that milestone, the flat -2 attack penalty is simply the toll paid to ramp up your damage output in combination with almost everyone's gratis +(character level) damage bonus with all of their proficient weapons except grenades starting at 3rd level. Hopefully not all enemies are too cookie-cutter in Starfinder, presenting combats against high-HP lower-KAC/EAC targets so that everyone using Deadly Aim can light 'em up!
One thing to keep in mind in coverting your magus/synthesist is that you become a technomancer/mechanic. That should be fun to see how it pans out. :)
| The Mad Comrade |
One thing I just noticed today was the lack of the Leadership feat. Any reason why that is?
No real need for it.
Frankly, in a solo/two-player campaign, just let 'em have a buddy or five as necessary to fill out their crew and be done with it, no feat tax required. The PCs are the boarding party and top dogs of the ship (or ships).
In Starfinder I'd replace it with a variant of the Recruits feat available at 7th level that provides starship crew all at (character level -4, max) up to a maximum of 5 additional crew, with the option for a few redshirts if you have spare bodies from a sufficiently high Leadership score ... and I'd only allow it in either solo or two-player campaigns.
OTOH, if a GM is of the mind to feature a player-led crew of a larger starship (Large+), then waiting until 7th for them to pay the feat tax to pick up the necessary crew compliment required to operate these larger starships is certainly an option. :)
| Lost In Limbo |
One thing I just noticed today was the lack of the Leadership feat. Any reason why that is?
Leadership has always been considered one of the most (potentially) problematic feats a character could pick up. I think if they introduce something similar in Starfinder it will be via a sub-system, not just a stand alone feat.
Once a feat's description fills up an entire page it's really gone beyond the normal limit of things.