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I mentioned in Monday's post that I'd be happy to go into more detail about why Starfinder has combat maneuvers target the value of foe's KAC +8, which is a known and intentionally difficult number to reach. So, as a Patreon exclusive, here's the short version (and if more people are interested, I can do a longer one):

Combat maneuvers in Pathfinder were proven to be able to shut down a foe as dangerous as your whole party. grapple a spellcaster, and they are then easily killed. Disarm a swordsman and grab his sword, and he stops being a threat.

Now in Pathfinder, there's at least one big drawback -- if you don't burn a feat on a maneuver, you provoke an Attack of Opportunity when you attempt one Since Starfinder was tasked to be simpler than Pathfinder, we limited AoOs to only when you leave a threatened square, make a ranged attack, or cast a spell. So combat maneuver become safer to attempt.

Further, with the decision to have so much damage for characters to be tied to their weapons, things like disarm become a 1-roll way to largely neutralize a huge segment of foes.

So, the idea was to make those combat maneuvers, with no extra resources put into them, neither more effective than less effective than other kinds of attacks at neutralizing a foe. With that decisions, and the KAC serving as the target number base (again, to be simpler than CMD/CMB of Pathfinder), the question was how much harder does it need to be to succeed at a maneuver to ensure that, on average, grappling or disarming someone takes as many attempts to neutralize them as it takes if you just attack them. 

On *average*, a group of 4 PCs trying to disarm a foe will succeed and drop them in about the same number of rounds as if they all just shoot at it. Further, their odds of success are higher if they work together (flanking, envoy boosts, operative trick attacking to make target flat-footed, and so on). Pushing the whole party to coordinate to take down a significant threat means that successful combat maneuvers are likely to involve the whole team, rather than one player shutting down a villain and everyone else feeling unneeded.

Comments

Samuel_Almonihah

You know, I hadn't even considered getting help on a combat manuever attempt... now that Gikata has Improved Combat Maneuver (Grapple) I'll have to keep that in mind. :)

George I

Seems even better than the Teamwork feats from Pathfinder, but then no one ever took them at the tables I played at either

Samuel_Almonihah

Oh, by the way, I was curious why KAC+8 instead of KAC+10? Is that what the last paragraph covers?

Owen K.C. Stephens

Kinda. When we ran playtests with real players, die rolls, and so on, we found KAC +10 was coming in as a clearly inferior tactical choice by a slim but measurable margin. When we adjusted it to KAC +8, the 10% greater likelihood of succeeding put the combat maneuvers back where we wanted them in terms of comparable effectiveness. Essentially, the perfect circumstances where KAC +10 would work -- having an envoy do Get 'Em, having a flanking bonus, having a melee-focused soldier or solarion, all on the same team -- just didn't happen enough in real play. By reducing the difficulty, it allowed more realistic team compositions and typical battle conditions to hit the percent chance of success we wanted.