This
massive supplement clocks in at 151 pages, 1 page front cover, 1 page inside of
front cover, 1 page editorial, 1 page ToC, 4 pages of handy index, 1 page
KS-thanks, 1 page SRD, 1 page advertisement, leaving us with 140 pages of
content, so let’s take a look!
This review
was moved up in my reviewing queue as a prioritized review at the request of my
patreons.
…who am I
kidding, I’d have moved this one up in my queue, even if it hadn’t been for
that request.
Why?
Because this is the book that translates easily my favorite PFRPG-crunch book EVER
to SFRPG. I am, of course, talking about the winner of my Top Ten of 2017, the
“Skill Challenge Handbook”.
You know,
the book that, like no other before or since, should have been part of the core
rules.
…
Yeah, if
you’re like me, you probably have started smiling just a bit right then and
there.
However,
and this must be made abundantly clear by even a cursory glance at the
page-count, this is obviously not all there is to it. We do not have a simple
translation of a book to another system here – oh no. This book begins with a
chapter on Leadership. Yep, you guessed it. This also is the
Starfinder-equivalent of Ultimate Charisma, yet another masterpiece of a book.
But, once
more, there is more to it, so let’s take a look at the nit and grit, shall we?
After a brief piece of introductory prose, we begin with a glossary of terms:
In case you’re not familiar with the terms “cohort” and “follower”, the pdf
clearly and concisely defines them. Same goes for the basic mechanics: A
Leadership check is a d20 roll, to which total level and Charisma modifier are
added, and Leadership checks are treated as either Diplomacy or Intimidate,
depending on the style of leadership employed. Leadership modifiers are
determined by the GM, and are the result of your playstyle.
There also
would be the Leadership score, which is the sum of character level + Charisma
modifier, + a bonus to indicate fame. Further modifiers can apply, and concise
tables provide sample check DCs by difficulty, as well as a selection of
suggested modifiers. If you need a representation of a group effort, there
would be PLS – Party Leadership Score, which is calculated and explained in
similar and easy to comprehend terms.
Things
become a bit more detailed when we take a look at cohort creation – here, the
book deviates strongly from previous iteration, in that it employs (gainfully,
I might add), the Alien Archive’s NPC-creation guidelines with minor tweaks to
allow for an overall very smooth and painless creature creation. Different
methods of cohort creation, from promotion to recruitment (including costs to
hire) are presented and the book does present different degrees of simulation
depth for cohort progression: If you, for example, don’t have the inclination
of tracking cohort XP in the traditional sense, you can check out the option
presented for one-roll adventuring abstraction, which does not bog down the
game. (Of course, you could play cohort-only sidetrek adventures as well…) If
that is still too intrusive, you can resort to the autoleveling guidelines, and
if that sounds like a hassle – rest assured that tips for players and GMs alike
are included to make the process of adding cohorts to the game simple and
smooth.
Followers,
then, are more akin to redshirts with names and personalities – once your
players have a massive space ship with a huge crew, you may well want to have
example followers – and indeed, the pdf provides; once more, in an organic
manner: The concept of good and master skills is used in abbreviated form for
the different roles these fellows may have, once more allowing for a super
smooth integration that distinctly can be identified as a Starfinder-centric
solution.
The book
goes further. In the next chapter, we take a gander at reputation. Fame is a
representation of how well you’re liked and known within an organization or
region. On the flipside, there would be infamy, of course. These two are
collectively known as reputation. “Deeds” would be the term assigned for things
you are famous or infamous for, and as a whole, the rules use Starfinder’s
“significant threat” rule and transpose it to organizations – in short,
reputation only matters and should come into play with significant
organizations. I am not kidding when I am, time and again, emphasizing how
Starfinder-centric these concepts have been realigned: The reputation section,
for example, takes theme-choices into account.
While
reputation, as a whole, is a more narrative system, it is not one that leaves
the GM or player hanging or in doubt regarding precise implementation. Instead,
we receive detailed and precise guidance pertaining reputation shifts, sample
fame rewards for certain thresholds…and favor. Favor goes hand in hand with
fame and represents basically your ability to call in favors, a kind of social
currency. Both favor purchases and deeds, just fyi, have been supplemented with
handy tables that provide amply guidelines to run the system or smoothly expand
upon it.
But perhaps
you and your group are less interested in empire-building and the grand game,
and rather would develop the way in which the PCs interact with NPCs and one
another? Fret not, for if you’ve been dissatisfied with “I roll once and change
the attitude” type of scenarios, if you enjoy the more personal takes and
exploration of bonds, whether they be among rivals and enemies, families or
lovers, then you’ll very much enjoy the next chapter, for here we take a look
at relationships. For simplicity’s sake, they are grouped in 4 rough
categories: Animosity, familial, peer and friendship. All of these are tightly
defined. The relationships themselves may be roughly categorized in the healthy
and dysfunctional departments, somewhat akin to the dichotomy used for the
reputation system, and while this is a bit of a simplification, there is a difference
here: The system tracks not an objective value of good/evil, but rather the
intensity of the relationship! This is VERY cool and a smart choice. It
eliminates the “love”-threshold. You know, “reach this many points to get
love.” Instead, each character will have different preferences, reactions and
the like, and relationships are dynamic. You can actually switch from a
familial relationship to animosity to friendship, for example. And yes, you can
fake relationships. You can, of course, roleplay all of this, but in case your
group tends to favor quicker resolutions, they are provided once more. And yes,
they have been designed to allow for quick and painless resolutions. They will
not slow down your game – unless you and your group choose to explore them.
The next
section also can tie in with that – it pertains alternate and secret
identities, and it is one chapter that I wish had been slightly more
Starfinderized: The default assumption here would be that a series of Disguise
checks is sufficient to establish a secret identity, which, while quick and
painless, struck me as a bit…easy, at least in the long run. For brief covert
identities and the like, sure, but for long-term identity change, some notes on
the use of Computers to delete electronic trails and the like would have made
sense to me. (But then again, I’ll return to that aspect down below – and why I
don’t consider it to be an issue here.) the subchapter does talk about
different means of compromising your identity, and how secret identities and
shifts can influence reputation and relationships. And guess what: Having your
cover blown is not a pleasant experience. Juggling multiple secret identities
is btw. also noted.
Now, the
pounding heart of this book, obviously, would be the skill challenges. If
you’re familiar with the “Skill Challenges Handbook”, you’ll notice some
overlap here and will be already familiar with the central concept.
Basically,
a skill challenge represents an encounter-situation that can range from a group
dealing with a super-computer’s complex self-defense system,a s it’s steering
the vessel into a black hole, in the mainframe to a game of chess. Skill
Challenges may be undertaken between teams (representing contests), and can
span different increments of time: From long trips across the surface of a
blasted planet under a dead sun, to a high-speed chase, the engine can cover
pretty much anything. Running a skill challenge may seem daunting afirst, but
once you’ve read the rules, turns out to be exceedingly simple: You determine
awareness first, so yeah, there can be a surprise round. Then, you determine
initiative order and proceed to run it akin to a combat, save that it is not a
combat, but a collective task.
“Winning” a
skill challenge is referred to as “clearing” it, and, depending on the skill
challenge, you have several methods: Some skill challenges may require an
accumulation. Drawing that moon rover from the ditch, for example?
Accumulation. When working against an opposing
team, points can be used. Movement-related ones track squares, and for straight
win/lose situations with a less pronounced focus on grades of success,
“successes” are the tracked method makes most sense. It should be noted that there are actions
noted for PCs to in-game interact with the respective skill challenge –
obscuring trails, for example, is relevant when embarking on a skill challenge
that is based on squares as clearance method.
But I’m
getting ahead of myself. How do you beat an accumulation skill challenge? Well,
let#s say your researching who the replicant-serial killer is, all right? You
research, and roll a relevant skill, as determined by the GM. You have a
success, and then take a look at the progress rating. For example, 22. Since
you succeeded at the task, you accumulate value of by 1d4 + the ability score
modifier associated with that check. Once you’ve beaten the progress, you’ve
cleared the skill challenge. Being particularly good grants you bonuses, and
may move you up in the dice-chain. Class skill? You roll one die size larger.
High enough insight bonus? Ditto. To keep things interesting, these skill
challenges generally have thresholds noted, where things happen, complications
can occur, etc. Let’s say you’ve repaired a part of the mainframe of a desolate
space station as you cleared threshold value 8 – electricity is suddenly
restored…and the cargo doors open as part of the booting system, freeing
whatever was locked inside…
This is
perhaps one of the most potent and remarkable aspects of this system – while it
can work on pretty much any timeframe, it similarly can slot in seamlessly with
combat...and back out of it. What Do I mean by that? Well, you can easily slot
skill challenge into skill challenge, Matroishka- or Inception-style.
Let’s say
the planet the PCs are currently on is blowing up, and they are escaping the
interstellar tyrants that have their homebase on the planet. The PCs embark on
a grand skill challenge tracking abstract squares, as they hustle across the
planet towards the dilapidated orbital elevators: Atop those, there is a ring
of space stations surrounding the planet. (Yes, unrepentant Gundam fanboy
here…) As they arrive at the elevators, the planet starts breaking apart…but
the damn bullet train is old and needs to be fixed and maintained.
Unfortunately, an alien species feeds on the thing, eating it while the PCs try
to get it to start – enter a contest. As they finally get the thing running,
the kill-squad sent from the tyrants has infiltrated the train – as the PCs
make a desperate race for the top, trying to accumulate enough resources,
combat breaks out….and even if they succeed, they’ll still need to get out of
the system…
That is but
one example of interwoven skill challenges, and once you get how these work,
space’s the limit. Scratch that, not even that! To infinity and beyond! (Sorry,
will punch myself later for that one…) The system may look daunting at first,
but one glance at a statblock for such a challenge should tell you a lot about
it…and once you understand it, you’ll realize how elegantly this one skill
challenge statblock codifies a complex series of circumstances. In use, the
system is so smooth, you basically don’t even need to make a statblock. You can
run this spontaneously. The precision of all the definitions for increments,
time pressure etc. are ultimately there to adhere to the conventions of the
game, but in person, I can explain this whole system in under a minute. Heck, I
actually implemented it without telling anyone, and it works. A quick-thinking
GM can assign PC actions to the general actions within the respective skill
challenge.
Basically,
what the rules here do, is to allow you to structure how you think about the
mechanic presentation of the challenges within. No GM really needs stated that
some skill challenges can only allow for a certain amount of failures. Still,
the rules are presented within, in order to allow you to write a quick and
concise challenge. Similarly, backlash by hazards, traps and attacks, demerits
(losing progress) – all there. Beyond thresholds, there also are obstacles –
exemplified with the sample task of steering a vessel through an asteroid
field. Chases would, obviously, be another example, and one that gets its own
coverage – in detail.
If you need
further means to modify these skill challenges and want an even tighter array
of subrules, you’ll have a whole chapter of special qualities to modify them
with: Obstacles, and, as noted, opposition, are covered. When you’re bodyguards
for the ambassador’s daughter, whose word may save the galaxy, if you can only
convince her… then you’ll want to take a look at the section on influence
challenges. If you’re familiar with the way in which Ultimate Intrigue etc.
structured social situations and cross that with skill challenges, then you’ll
have an idea of how the system works: We basically get a “social” variant of a
statblock that focuses more on personality and background, noting biases and
strengths as well as weaknesses.
If you
instead plan to talk in front of the board of directors of an interstellar
megacorp, then you’ll want to check out the section on verbal duels. From
allegory to mockery, this is indeed the first of these subsystems/skill
challenges that I’d categorize as a mini-game of sorts. Knowledge of associated
strategies and how they interact is important…but know what? It actually puts
an end to the endless discussions that go nowhere, and it can make social
interaction exciting for tables that usually prefer the tactical aspects of
combat over storytelling.
For all of
these, samples are provided, though, and let me make that abundantly clear:
This is not a plug-and-play book of ready encounters. Instead, this teaches you
how to use the system and make it your own. Extra design advice, a table of
suggested sample DCs by difficulty rating and CR, suggested accumulation,
square and success values by CR – ultimately, this is a ginormous guide that
aims to teach you an easy system that can make literally everything, from treks
across blasted desert planets to researching galactic archives, potentially
exciting and interesting. It’s a system that inserts player agenda into what
usually amounts to boring, singular pass/fail die-rolls and cutscenes, instead
emphasizing the collective experience.
Okay, but
we’re still not done. There is another massive chapter – and it’s called combat
maneuvers. This chapter introduces an alternative means of resolving, bingo,
combat maneuvers. Design-wise, the alternate maneuver system mirrors the way in
which Starfinder treats AC: The Maneuver Defense (MD) value is subdivided into
PMD (Physical Maneuver Defense) and MMD (Mental Maneuver Defense). The values
are calculated as follows: 10 + ½ BAB + Strength modifier (PMD) or Charisma
modifier (MMD). All combat maneuvers, and the feint and demoralize skill uses,
as well as the Antagonize feat, target these now. Yes. Non-feat taxed
antagonize is back. Honestly, it was one aspect of SFRPG that puzzled me as
much as in PFRPG. Why lock insulting an enemy, arguably something pretty much
anyone can do, behind a feat, while feinting, something I IRL would suck at, is
available via skills? But I digress. Maneuvers are listed alphabetically, and
are listed with action to activate, skills that can be used, and effects.
Descriptors, if any, are noted as well. You basically check the skill against
the respective MD. Crushing foes, scaling them…simple. Less simple would be the
act of determining these values fro critters. Thankfully, a massive table lists
suggested values by CR and array. (As an aside: The array is called
spellcaster, not mystic…) Don’t like that? There is a means to use the system
in conjunction with the standard KAC +8 solution.
What’s the
effect of implementing it? Well, PCs are more likely to succeed at combat
maneuvers…but so are enemies. If you are dissatisfied with how hard combat
maneuvers are to execute in Starfinder, then this will yield approximately a
25% increase in chance to execute them, which can, particularly in more
melee-centric situations, make them game more versatile and nuanced. The new
“humiliated” condition is also introduced herein – and, in case you were
wondering, there is a whole, massive array of feats that allow you to further
customize your characters to make maximum use of this new system. In a rather
embarrassing slip-up, the feats refer to the Improved Combat Maneuver feat –
which has been rebranded as Improved Maneuver to avoid confusion with the
Starfinder core feat. Unfortunately, the references of the feat in the
section’s prerequisite lines have not been adjusted that way. It’s a cosmetic
glitch, but still a pretty nasty one. Particularly since the Improved Maneuver
feat’s special line even erroneously references itself as Improved Combat
Maneuver… Also in this section would be the Unlock Skill feat.
Which ties
in with…the Skill Unlocks. These can be gained by feats, themes or awarded
freely, depending on your preferred playstyle, and include several that
interact with other components of the book. At Fame 20, you can, for example,
be Aloof without taking a penalty to Leadership score. With Blood Kin, you have
a better rapport with your relatives, with Accomplished Climber, you gain a
climb speed. Tehre are more unlocks here than I can conceivably cover without
ruining the functionality of this review – suffice to say, a handy table
organizes them by area of interest – looking for reputation unlocks? All
collected in one section. If this notion was not indicator enough: One of the
interesting and impressive components of this book would be the fact that all
of these can be combined. The pdf does, for example, provide guidance and notes
that skill unlocks can make for great relationship rewards…
Of course,
considering the new combat options, we also receive a couple of new tricks for
character classes: 4 new envoy improvisations, and an expertise talent, as well
as tricks, for mechanics, soldiers and operatives may be found. The pdf then
closes with 4 solid themes: Contender, scion, fixer and vigilante, before
providing a handy glossar. Slightly hilarious: The vigilante gets the “Duel
Identity” class feature. No, he is not particularly adept at dueling. That’s a
typo.
Conclusion:
Editing and
formatting on a rules-language level, as a whole, are very good. However, on a
formal level, the pdf does suffer a bit and is not 100% up to level we usually
get to see from Everyman Gaming. Particularly in the few instances where a typo
can make a rule slightly harder to understand, I couldn’t help but cringe
slightly. Don’t get me wrong; this is still a tightly-presented book. Layout
adheres to the two-column full-color standard of the Star Log.EM-series,
adapted to the big book, and the pdf sports a ton of Jacob Blackmon artworks,
many of which are brand new and pretty massive. The pdf comes fully bookmarked
for your convenience. My physical copy hasn’t yet arrived as per the writing of
this review.
Alexander
Augunas and Matt Morris deliver what can be considered to be a crown jewel
among SFRPG supplements; we get a book with a sheer impact and coolness, a
mighty toolkit that usually only sees the light of day in this extent towards
the end of a system’s lifecycle. Having this near the beginning of Starfinder’s
lifecycle is amazing. Simple as that. It is no secret that I consider many of
the concepts within this book, the whole notion of skill challenges, to be
pretty much a stroke of sheer genius. Having them coupled with some of my
favorite tricks, as inheritors of Ultimate Charisma’s legacy, puts just icing
on the cake. I applaud the degree in which the systems herein have been
modified to represents Starfinder’s peculiarities, and once more, I am left to
say, clearly and explicitly, that the very concept herein should have found its
way into the core rules.
Now, I
wouldn’t be me if I didn’t have some potential complaints to field: The
editing, as noted, could have been tighter. I also would have loved to see more
space combat-y things and peculiarities – sure, you can easily simply adjust
what’s here to the space context, and the skill challenges present actually do
just that…but some exclusives would have been nice. But that is not a fair
complaint to field. You see, at first glance, there are a lot of similarities
between this and the original PFRPG files; if you own the original files, you
will constantly feel the casual familiarity that you expected to find…but once
you take a more in-depth look, you will get to see the work that went into this
tome…and the achievement that codifying the skill challenges this way,
ultimately is. Regardless of system. This book was branded as the tome that
will bring skill challenges to SFRPG – and more.
And,
editing snafus be damned, it succeeds admirably. At this point, this is the
most rewarding toolkit for SFRPG I am aware of. It will literally enhance any
game it’s used in, and a GM who understands how this operates gets some of the
mightiest narrative tools for a d20-game you can fathom on their hands. The
concept itself may no longer be novel in all but its implementation into the
system, but it doesn’t have to be. What you see on the cover, the exciting
teamwork challenge? That can be yours.
Skill
challenges have enriched my games like no other crunch supplement. If you play
Starfinder and are not yet familiar with the notion, or if you don’t want to do
the math and all those little tweaks…well then gets this ASAP! It is a
mind-blowing experience. Now, if I were to rate this solely on its formal
properties and disregard the content and its vast impact, I’d frankly have to
rate this down to 4.5 stars, rounded down, due to the editing glitches.
However, even if I were to divorce skill challenges from all the other
components, which elegantly entwine, yet remain optional, they’d suffice to
make the editing snafus as but trivial.
To state
this in an abundantly clear manner: This book can radically improve pretty much
every aspect of your game, of your GMing, of your playing experience. You don’t
have to read everything. You don’t have to implement what you don’t want to –
you can just cherry-pick what’s right for your and your group. Once you’ve
understood this, you can implement its components on the fly, you can tell
exciting stories that you couldn’t before. In short: This is, formal snafus or
none, still a milestone and a masterpiece. I consider this to be perhaps the
most important Starfinder supplement currently released by a 3pp. As such, my
final verdict will clock in at 5 stars + seal of approval. This also gets my
EZG Essentials-tag for Starfinder. And had its predecessor not won last year’s
Top Ten, and thus disqualified this one from being a candidate for my Top Ten
of 2018, you could find it there as well.
This is, by all accounts, a must-own supplement for Starfinder.
…now, can
we have a sequel book with more skill challenges, tricks and tweaks?
You can get this inspired tome here on OBS!
Endzeitgeist
out.
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