Skill bonuses in starship combat


Rules Questions


I'm looking at this line about crew actions in starship combat:

Core Rulebook wrote:
Class features and items affect crew actions only if specifically noted in the class feature or item.

That sentence is dropped in the middle of a paragraph as if this should be a simple rule, but I'm not at all confident I have a grasp on how to apply it.

Some specific things I've wondered about:

* The +3 bonus for having a rank in a class skill: I don't think this is actually a "class feature" and would seem silly not to apply
* Mechanics, Operatives, and Technomancers all get insight bonuses to relevant skills, which don't say they're for use in starship combat; but in my (quite limited) experience it doesn't seem like people are subtracting those bonuses
* Envoys can get their insight bonus from expertise in computers and engineering, and this seems like exactly the kind of thing the rule is telling you not to use, but I'm not positive
* The Engineering skill says you take a -2 penalty if you're not using an engineering kit; does that count as an item that doesn't affect crew actions?
* Are there items or class features that do specify that they apply to starship combat, so I know what I'm looking for?

Any help would be appreciated.

- A confused ensign

The Concordance

The examples you’ve given are all class features and items that are affecting a skill, not affecting Starship Combat.

The rule is barring features and items that someone would try to use to increase the damage on their guns or add to the ship’s movement, etc.

Liberty's Edge

This has been asked in different threads as well.

We are basically waiting for some clarification from the higher ups.

I agree with SheildLawrence and if the class feature is affecting a skill it should be OK. However, a drone is a class feature that would not be able to be used in combat. There are others.

I am flagging this to be merged into the other thread on this same topic.

Grand Lodge

I wouldn't apply a penalty to Engineering for not using a toolkit. That seems clearly a rule for an item affecting the action.

Characters can use their unmodified skill score. I also haven't seen anyone leaving out class-based insight bonuses that apply to all uses of the skill. The pregen operative Iseph is an Ace Pilot and seems to be applying his operative's edge to Piloting.


Ah thanks, I tried looking for other threads or FAQs but couldn't find any. Guess I didn't search for the right thing.

It's confusing because most Crew Actions are literally just skill checks, so if something affects your skill it does affect the action. But for now I'll go on using all those bonuses, which seems to be the general consensus for RAI, and wait patiently for clarification.


I remain convinced that the proper interpretation of that rule is "class abilities that effect Ship Actions". Which is to say, an ability that alters the action economy, or provides modifiers to a type of action, don't apply to Ship Actions unless specified. . . because Ship Actions are *not* part of the standard action types.

Skill bonuses don't apply to Ship Actions, or Non-Ship Actions, they apply to the *character*. So they are still useful. OTOH, anything that grants, say, extra actions, or increases the damage when you make an attack? Don't apply, because Ship Combat doesn't use Standard Actions or Full Actions or whatnot, and Gunnery actions are not "attacks". Likewise, you can't Overcharge a laser cannon, because a ship gunnery mount is not a "weapon".

Grand Lodge

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