Clarification is need with regards to the way the deploy mines activity interacts with related class feats.


Mechanic Class Discussion


The deploy mines activity can be performed with one or two actions, however it looks like there are a number of class feats that are only balanced, power wise, if deploy actions were a 1 action activity.

The following are some of the feats that may not be properly balanced if deploy mines were executed as the 2 action version:

Instant deployment
Mobile deployment
Double deployment

For example, double deployment and mobile deployment both would let you compress what would otherwise be 4 actions into 2, saving 2 actions, but most all similar class feats from other classes only save 1 action, and when they do save 2 actions, they usually have a restriction attached to them.

Also note that once you start combining these feats with some of the other mechanic class feats, you can do a very large amount of damage even at low level. Consider double deployment combined with proximity alert mines or double detonation. With double detonation, I can do class level+bonus damage by using double deployment as 1 action, then double detonation as another action, and I have an action left. With proximity alert mines I can do the same thing with 1 action, and since there is no limit on how many mines detonate a round, I could use 3 actions and 6 mines to deal 3xclass level + bonuses damage to everything in the area. So, 30d6 + bonuses damage in an area at 10th level (costs 6 mines).

I don't know if this would entirely fix the problem, but I'd suggest something like the following:

Instant deployment and mobile deployment both specify the one action version of deploy mines.

Double deployment takes 3 actions and specifies that you can use the 2 action version of deploy mines. This makes sure that you can't use proximity alert mines with it more than once a turn.

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