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Starship Bridge Battles
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<blockquote data-quote="Gradine" data-source="post: 6534650" data-attributes="member: 57112"><p>There's quite a few caveats to this system. Most of them revolve around what type of game you want to implement this system in.</p><p></p><p>Is starship bridge combat the whole point of the game, or at least its central element? Then roles like "science officer" or "comes" are likely going to be NPCs. There's a reason I only included three officers; helm (subtle maneuvering), guns (aiming and firing) and engineering (engine speed and shield positioning). The trick is breaking these options up so they don't feel like one-third of a normal RPG character. A typical cleric will have, at best, what, four, maybe six legs max, and they typically don't function independently. How many thrusters can we stick on a ship to control it's subtle movements. Introduce a series of maneuvers (broadside, crazy Ivan, etc.) that will require careful coordination with guns and engineering. Likewise, how many arms is the typical archer going to have, versus the dozens of guns (some positional, some stationary; port, starboard, aft, etc.) you'll have discrete control over as a gunner. Especially since, at in the system I proposed, you can't aim the same round you fire, reinforcing the idea of aiming where your target is going to be. Maybe you have a captain who's the only one who can see the board but I wouldn't recommend that for a tabletop RPG.</p><p></p><p>The more tangential this particular element is to the overall game, the less necessary it is for every character to have an equal role in the system. If away missions and boardings are more frequent, the more reason there is to play a security officer or ship medic.</p></blockquote><p></p>
[QUOTE="Gradine, post: 6534650, member: 57112"] There's quite a few caveats to this system. Most of them revolve around what type of game you want to implement this system in. Is starship bridge combat the whole point of the game, or at least its central element? Then roles like "science officer" or "comes" are likely going to be NPCs. There's a reason I only included three officers; helm (subtle maneuvering), guns (aiming and firing) and engineering (engine speed and shield positioning). The trick is breaking these options up so they don't feel like one-third of a normal RPG character. A typical cleric will have, at best, what, four, maybe six legs max, and they typically don't function independently. How many thrusters can we stick on a ship to control it's subtle movements. Introduce a series of maneuvers (broadside, crazy Ivan, etc.) that will require careful coordination with guns and engineering. Likewise, how many arms is the typical archer going to have, versus the dozens of guns (some positional, some stationary; port, starboard, aft, etc.) you'll have discrete control over as a gunner. Especially since, at in the system I proposed, you can't aim the same round you fire, reinforcing the idea of aiming where your target is going to be. Maybe you have a captain who's the only one who can see the board but I wouldn't recommend that for a tabletop RPG. The more tangential this particular element is to the overall game, the less necessary it is for every character to have an equal role in the system. If away missions and boardings are more frequent, the more reason there is to play a security officer or ship medic. [/QUOTE]
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