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<blockquote data-quote="doctorbadwolf" data-source="post: 8266013" data-attributes="member: 6704184"><p>Either you or I used the ship combat rules incorrectly, because this is so far from my experience it reads like a critique of an entirely different system.</p><p></p><p>But for space combat, I did modify the system a bit. The main change was simply to allow players to use their abilities via ship systems, like casting an attack spell through the ship guns (just reflavored mangonels), or letting the Eldritch knight who was at the Helm cast shield on the ship.</p><p></p><p>The other very easy addition I made was to make interceptor-sized craft magical light armor with a fly speed and built in rechargeable temp-hp and a built in magic weapon (reflavored ranger weapons w/o the heavy property). Slightly larger fighter craft (think x-wings and the like) were heavy armor with ranged weapons with the heavy property and DR in addition to the temp-hp effect. They could describe their craft however they wanted, and it took up space on the ship appropriately, but it was just armor and weapons.</p><p></p><p>Sadly we haven’t had an artificer yet.</p><p></p><p>We have considered some more changes to make the game...not deadlier, this is a Space Opera Fantasy game, not a hard sci-fi game, but to make it so you’re more likely to be taken out of a fight by a lucky shot. The current idea is to add a die of force damage to all advanced weapons, and say that “death” mechanically is only death in the fiction if it makes a good moment/story. Otherwise it’s just being taken out of the fight, and needing an extended rest to recover.</p><p></p><p>Extended rests come from playing The One Ring and enjoying its dynamic for resting. It restores all HP and HD and abilities recharge, and if done in a place with “civilized” tech/magic, can erase lingering injuries, though that can leave you with advanced prosthetics. Long rests restore half your max HP and half your total HD, and include a short rest (ie you can spend HD to get to full health.</p><p></p><p></p><p></p><p>Exactly. If you’re doing fantasy adventure, D&D is great. Fantasy adventure is very, very, broad, including everything from Lord of The Rings to Star Wars to David the Gnome and more. </p><p></p><p>Great post. Thank you. I think one of the things people get stuck on is the idea of balancing an adventuring day, but IME you don’t actually need to, for the most part. The Warlock is the only short rest character that I’ve ever seen be frustrated by shorter adventuring days, which is why I proposed add a spell slot at level 5 a while back. I’m now considering a sort of “arcane recovery” instead (regain 1 spell slot as part of a 1 minute ritual, 1/day), combined with making all the “cast this spell 1/day” invocations instead “you learn this spell, and can cast it without a spell slot once per day”.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8266013, member: 6704184"] Either you or I used the ship combat rules incorrectly, because this is so far from my experience it reads like a critique of an entirely different system. But for space combat, I did modify the system a bit. The main change was simply to allow players to use their abilities via ship systems, like casting an attack spell through the ship guns (just reflavored mangonels), or letting the Eldritch knight who was at the Helm cast shield on the ship. The other very easy addition I made was to make interceptor-sized craft magical light armor with a fly speed and built in rechargeable temp-hp and a built in magic weapon (reflavored ranger weapons w/o the heavy property). Slightly larger fighter craft (think x-wings and the like) were heavy armor with ranged weapons with the heavy property and DR in addition to the temp-hp effect. They could describe their craft however they wanted, and it took up space on the ship appropriately, but it was just armor and weapons. Sadly we haven’t had an artificer yet. We have considered some more changes to make the game...not deadlier, this is a Space Opera Fantasy game, not a hard sci-fi game, but to make it so you’re more likely to be taken out of a fight by a lucky shot. The current idea is to add a die of force damage to all advanced weapons, and say that “death” mechanically is only death in the fiction if it makes a good moment/story. Otherwise it’s just being taken out of the fight, and needing an extended rest to recover. Extended rests come from playing The One Ring and enjoying its dynamic for resting. It restores all HP and HD and abilities recharge, and if done in a place with “civilized” tech/magic, can erase lingering injuries, though that can leave you with advanced prosthetics. Long rests restore half your max HP and half your total HD, and include a short rest (ie you can spend HD to get to full health. Exactly. If you’re doing fantasy adventure, D&D is great. Fantasy adventure is very, very, broad, including everything from Lord of The Rings to Star Wars to David the Gnome and more. Great post. Thank you. I think one of the things people get stuck on is the idea of balancing an adventuring day, but IME you don’t actually need to, for the most part. The Warlock is the only short rest character that I’ve ever seen be frustrated by shorter adventuring days, which is why I proposed add a spell slot at level 5 a while back. I’m now considering a sort of “arcane recovery” instead (regain 1 spell slot as part of a 1 minute ritual, 1/day), combined with making all the “cast this spell 1/day” invocations instead “you learn this spell, and can cast it without a spell slot once per day”. [/QUOTE]
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