| Teridax |
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One of the more minor bugbears I've had with the Starfinder playtest is the general lack of feat options for making the most out of being multi-armed. When we first saw the multi-armed rules in Field Test 1, I was hopeful that the tight balancing around multiple arms would be itself counterbalanced by higher-level ancestry feats that would allow you to eventually make full use of them. In practice, we got one 9th-level feat that lets you use your other hands for one round once per day, and that's it.
I've written some more general notes I might share here at some point, but here's the stuff I tried for multiple hands:
Hand-Eye Coordination (Feat 13)
Prerequisites All Hands on Deck
You’re able to focus on your additional limbs more frequently and for longer. You can use All Hands on Deck once per hour, and you gain its benefits for 1 minute when you use it.
Multitasker (Feat 17)
Prerequisites Hand-Eye Coordination
You leverage your extra appendages effortlessly. You permanently gain the benefits of All Hands on Deck.
So effectively, if you really want to focus entirely on being able to use multiple arms, much like how some Pathfinder ancestries might want to dedicate their ancestry feats towards flying, you'd be able to. I haven't tested these feats super-extensively, as they appear only at high levels, but in the instances where I tried them I made the following notes:
So while this is too early to make any conclusive statement, and would require a lot more playtesting, my preliminary assessment of these feats is that they didn't seem to do anything that felt broken, particularly not at those level ranges. They did enable a little more build variety on characters, particularly skittermanders and Grasping Tendrils x2 barathus (who'd have retrained all of their ancestry feats towards this), so in a larger ruleset it could be worth adding feats to this effect.
| moosher12 |
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At a glance, it seems reasonable to me. I like it.
Hand-Eye Coordination is enough that you'll get to use the ability for most fights in their entirety, except for the occasional time you get a bunch of back-to-back fights.
Multitasker feels like it does not have as much gains compared to Hand-Eye Coordination, as you said. As it's usefulness is dependent on how often you'll get a gauntlet of fights.
I don't really think Hand-Eye Coordination would need a nerf. Only way I'd think to do it would be to keep it once per day but the full one minute increment, but frankly that feels a bit stingy for a Level 13 feet, so I think your current approach is about as good feeling as it can get at an immediate player-side and GM-side glance (This is to say, if I was the player, I'd be stoked, and from the GM side, I don't feel an immediate sense of threat from it). The full unlock at Level 17 feels entirely reasonable.
Keep up the playtesting, hope it goes smoothly!
| Teridax |
Much appreciated, thank you! The playtesting process has been really fun so far: even though there's bits that don't work, playing 2e is still a good experience, and it's been enjoyable trying and comparing different iterations of specific mechanics to know what to give for feedback. I might make more threads like these for other bits of the playtest I've iterated upon and had good results with.
Zoken44
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If I can recommend one:
"Full barrage"
Requirements: You have more than 2 arms, and are holding one handed firearms in each hand.
You unload all everything you have. you may make a single 2action weapon attack with the area 30 ft Line and suppress traits. This will consume half of all the weapons's max capacity. You choose the damage of one of the four weapons to be the damage type ALL damaged creatures suffer.