d20 Future + Alternity Warships–anyone else done this?

genshou

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d20 Future + Alternity Warships–anyone else done this?

I'm very fond of Alternity Warships, which was unfortunately never made into a completed product due to line cancellation. I was rather disappointed with d20 Future's starship rules, which were far too simple and took the "abstract" thing a bit too far. They're also horribly unrealistic even for a sci-fi starship idea.

So, I'm thinking of taking Alternity Warships and d20 Future's starships chapter and causing them to collide in true H-Bomb fashion (mushroom cloud and all). Has anyone else attempted to tackle this daunting task?
 

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I've been working on a "Using D20 Modern for Traveller D20" project for a while now. I've been looking at replacing the D20 Future starship rules. I've not look at Warships in a while but it seem like it would be a better fit than the T20 rules. I wouldn't get to this anytime soon, but it doesn't look difficult.

How much of the Warships book were you looking to convert? Converting chapter 3 (Narrative combat), look like simply changing a few skill names would get it working. You could almost do this on the fly. Chapter 1 (Basic combat) looks almost as easy, though I'm sure there are a few gotcha that a closer reading would reveal.

Chapter 2 (Advanced combat) looks really much harder and tied to the ship construction rules in chapter 5. This is what would take a fair amount of time.
 

Why the mixture of d20 Future + Alternity Warship? Why not use Alternity Warship as is? I mean, I wouldn't mind a different set of rules when only starships are involved, keeping the d20 rules for everything else.

BTW: I agree that the d20 Future rules on starships are awful.
 

Turanil said:
Why the mixture of d20 Future + Alternity Warship? Why not use Alternity Warship as is? I mean, I wouldn't mind a different set of rules when only starships are involved, keeping the d20 rules for everything else.

BTW: I agree that the d20 Future rules on starships are awful.

The Alternity rules had their own problems, like size issues and compartments.
 

tjoneslo said:
How much of the Warships book were you looking to convert? Converting chapter 3 (Narrative combat), look like simply changing a few skill names would get it working. You could almost do this on the fly. Chapter 1 (Basic combat) looks almost as easy, though I'm sure there are a few gotcha that a closer reading would reveal.

Chapter 2 (Advanced combat) looks really much harder and tied to the ship construction rules in chapter 5. This is what would take a fair amount of time.
My gaming group thrives on complexity. I want to convert almost everything. I'll still be keeping the hit points and damage on the system and scale used in d20 Modern (I've never been a fan of their damage tracks), and I'm curious as to what I should do with the phases vs. combat rounds issue, but other than that, everything looks pretty simple with a smart head and a bit of tweaking.
Turanil said:
Why the mixture of d20 Future + Alternity Warship? Why not use Alternity Warship as is? I mean, I wouldn't mind a different set of rules when only starships are involved, keeping the d20 rules for everything else.
The problem with Alternity Warships is that it makes references to Alternity character rules that d20 Modern does not follow (step categories, different method for skill checks, different hit point system, etc.), so one would have to make at least a minor amount of tweaking on all attack rolls, skill checks, and crew rules. As to the other stuff, I'm rather fond of the way d20 Future handles scaling between starships and smaller opponents (e.g. EV pilots, Large mecha, tanks). You just can't achieve the messy result of 90 damage per hit any other way. There are also a few things I actually liked from d20 Future (very few) that I'd like to have in my starship rules. Finally, I do want to keep it as true to the d20 Modern rules as possible, since that makes things easier on everyone.
Turanil said:
BTW: I agree that the d20 Future rules on starships are awful.
I have yet to see anyone on these boards who doesn't, which is a strong indication that the entire starships chapter of d20 Future was a huge, embarrassing mistake that is a mockery of the quality I'd expect of a d20 Modern supplement made by the Wizards themselves.
(Psi)SeveredHead said:
The Alternity rules had their own problems, like size issues and compartments.
I've never had that much of a problem with them. Sounds like you have a legitimate concern, though. Could you explain? I'm still very flexible when it comes to changes made :)
 

genshou said:
I have yet to see anyone on these boards who doesn't, which is a strong indication that the entire starships chapter of d20 Future was a huge, embarrassing mistake that is a mockery of the quality I'd expect of a d20 Modern supplement made by the Wizards themselves.

You haven't seen my posts :D I think it's a good baseline (I like simple combat based on creatures), but I don't think the scaling or weapons are balanced. (When a fighter does more damage than the vessel that launched it, you have a problem. A fleet of fighters should be powerful, but a single one?) Plus, I had to make up a house rule for spaceship speed (on the grounds that small ships go faster in sci-fi, even if that isn't realistic).

I think the "slots" could have been a bit more detailed, too (eg one slot gives you a crew bay with this many people - in case the ship is designed to carry troops - or one slot gives you this many fighter vessels - corrected for size, since a slot in a superheavy vessel is bigger than one in a mediumweight vessel). And the FTL section in Alternity, while more complicated than it needed to be, was way better than what was in D20 Future, which has fewer FTL travel types and a ridiculously short recharge period. Would it have been so bad to say "spend a slot on this FTL method"? (For my campaign, the power plant is an "invisible" slot. Unlike in Alternity, they'll be balanced. Like in Alternity, you can only use certain types of FTL/virtual shields/etc with certain types of power plants. Because these power plant types are balanced, you can mix and match to suit your campaign.)

Some of these are easy to fix. Instead of a full-round, just declare "jumping into FTL" takes an hour, or 1d4+1 days, or whatever. It's easy and doesn't affect game balance.

And of course, D20 Future ship combat crawls if you use large ships (indeed, a ship could repair faster than it takes damage). In Alternity, they weren't afraid to say "don't use large ships!" but this doesn't appear in D20 Future. (Don't go past Light. Really. Please. You'll only make things worse for yourself.)

I've never had that much of a problem with them. Sounds like you have a legitimate concern, though. Could you explain? I'm still very flexible when it comes to changes made :)

Compartments actually made combat take longer. You couldn't aim well at your target (there were ways of trying better through the assistance of the sensor operator, but you still weren't any good at it). You ended up spreading the damage over multiple compartments until you blew up something important. It also made ship design take much longer.

Compartments also had an impact on crew. Anytime you hit a compartment, crew inside took damage (Ordinary damage, assuming the attacking ship used Amazing weapons). Unfortunately, then you were supposed to calculate the damage the crew took after armor, and since they were probably wearing soft-esuits, this meant yet another dice roll. When Alternity characters took enough damage, they took penalties to dice rolls, which meant more bookkeeping and, oh yeah, meant you weren't supposed to ignore this. But that's not the worst part. Until Warships came along, most DMs did not know how to distribute crew. If you hit the engineering compartment, how many people were in there? If there's more, then maybe someone rolled lucky on armor and isn't dazed, and so they take over if the chief engineer got dazed. Or something like that. The Warships crew recommendations were only useful for larger ships (at which point using many compartments and many crew members would cause combat to crawl).

Alternity Warships did size a bit better than D20 Future did. So did Star Wars, but it's rules made even less sense when it came to putting ships together. I think D20 Future should have started out using Star Wars size categories.
 

(Psi)SeveredHead said:
Compartments actually made combat take longer. You couldn't aim well at your target (there were ways of trying better through the assistance of the sensor operator, but you still weren't any good at it). You ended up spreading the damage over multiple compartments until you blew up something important. It also made ship design take much longer.

Compartments also had an impact on crew. Anytime you hit a compartment, crew inside took damage (Ordinary damage, assuming the attacking ship used Amazing weapons). Unfortunately, then you were supposed to calculate the damage the crew took after armor, and since they were probably wearing soft-esuits, this meant yet another dice roll. When Alternity characters took enough damage, they took penalties to dice rolls, which meant more bookkeeping and, oh yeah, meant you weren't supposed to ignore this. But that's not the worst part. Until Warships came along, most DMs did not know how to distribute crew. If you hit the engineering compartment, how many people were in there? If there's more, then maybe someone rolled lucky on armor and isn't dazed, and so they take over if the chief engineer got dazed. Or something like that. The Warships crew recommendations were only useful for larger ships (at which point using many compartments and many crew members would cause combat to crawl).

Alternity Warships did size a bit better than D20 Future did. So did Star Wars, but it's rules made even less sense when it came to putting ships together. I think D20 Future should have started out using Star Wars size categories.
Hmm, you have a point there. I'm rather fond of how the compartmentalized damage plays out despite the way it slows down combat, but add in the rules for crew members being affected, and it only gets worse. Perhaps this will be something I'll omit or simplify for my starship goulash.
 

I have done some work on this problem. Here are some notes on conversion and compatibility I have generated:

http://www.ashmead.net/~angel/Star*Forge/d20WarshipsNotes.htm

Hull points and armor stats converted between the two systems fairly straightforwardly, but I couldn't find a way to derive d20 weapon damage from Warships damage. What I decided to do was bite the bullet and use the Warships system for weapon damage, ship durability and armor strength. I appended Jason Bernstein's Warships spreadsheet to generate a ship data sheet which was an amalgam between d20 and Warships:

http://www.ashmead.net/~angel/Star*Forge/New d20 Warship6.xls

Basically, you build a ship using Warships rules, and it generates a sheet usable under the amalgam rules. You would also enter the pertinent stats of actual party members and assign them to stations. Some fudging has been done to approximate a conversion of Defense rating, though this can be adjusted. Unfortunately, I have not gone and codified exactly what these amalgam rules would then be, but here are at least a broad idea of what I have in mind:

1) I would use the d20 initiative system, and each player would act at their station on their turn. The stations can be assigned to PCs in my modification of the spreadsheet. Generic crew members for tasks not handled by PCs are as per crew quality rules in d20 Future. You can assign them to stations as with PCs -- the generic NPC is listed in personell under the name Ensign Wingnut.
2) Weapon damage, ship damage track and armor ratings would be done on the Warships system.
3) The round is the d20 standard of 6 seconds, which is 1/5 of the round in Warships. Likewise, the grid scale is 1/5 that of the Warships scale -- 200 km rather than the Warships 1 mm. That way, the accelleration stat in megameters per phase is equal to the number of 200 km squares per d20 round.
4) Movement requires accelleration, accelleration accumulates speed, and speed is used in maneuvers such as turning, pretty much just the way it works in the Warships rules, with momentum carried over from one round to the next. Missiles must also accellerate and maneuver to reach their targets with an acc of 6 and a maneuverabilty of 5, which is handled on the turns of the gunners who fired them. Movement occurs on the pilot's turn, and any maneuvers will require a full-round action.
5) Weapons and sensors cover arcs of fire like in Warships.
6) In addition to the normal defense modifier for a d20 ship, which is treated as the threshold for a Warships-style 'ordinary' hit, there are defense levels listed for 'good' and 'amazing' hits. This was necessary to be able to use the Warships damage system in full. The explanation for how this is compatible is given here:
http://www.ashmead.net/~angel/Star*Drive/Alternity mods to d20 Mods.pdf
7) Attacks from any given weapon occur on the turn of the gunner in charge of them. The attack roll is based on: Gunner's Attack Bonus + Weapon Acc mod + Range Modifier + Fire Control Mod + Fixed Mount Penalty. Note that accuracy modifiers for Warships systems are converted to d20 modifiers by the expedient of multiplying the step-die number by -2 -- the justification for which conversion is also given in the above link.
8) There is no 'jinking' as in Warships. The pilot's defense modifier covers this.

Note that this has not been playtested. The ultimate plan had been to convert my d20 Starship generator (linked to in my .sig) so that it too would generate an amalgam sheet from the other direction, but that project is currently on the backburner.
 

Excellent. You've already done some of my homework for me. Your notes should prove a useful reference as I continue my work. If I find any ways to work around the problems you encountered (especially regarding scaling of damage from AWS to d20F), I'll let you know.
 

genshou wrote:

If I find any ways to work around the problems you encountered (especially regarding scaling of damage from AWS to d20F), I'll let you know.

Please do. I like the richness of the Alternity damage system, but I wouldn't mind having the simplicity of the hit point system. In so many other parts of the system, according to my analysis, the d20 version seems to have been derived from the Warships version. But damage for weapons seems to be unrelated, even though it is resisted by armor types whose stats derivable from their Warships namesakes. That's a major stumbling block to just making Warships usable to generate fully d20-compliant ships.
 

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