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D20 Future Q&A With Rodney "Moridin" Thompson and JD Wiker!!
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<blockquote data-quote="theRogueRooster" data-source="post: 1708180" data-attributes="member: 4521"><p>I worry about how interesting (or more precisely, how <em>uninteresting</em>) starship combat will be using D20 Future rules. As it stands, I see no incentive to do anything other than move into range of an enemy ship and fire all my weapons every round until one of us blows up. All ships, even superheavies, can stop and turn on a dime, and can accelerate from zero to tactical speed (or even cruising speed) in a single round. Weapons can fire every round and in all directions, removing any interesting tactical decisions involving timing or the lining up of a shot. It bothers me that the Mecha chapter contains a more detailed movement system (in the form of different maneuverability classes and three-dimensional movement while flying) than the chapter on Starships.</p><p></p><p>In the starship construction rules the choice of weapons is a one-size-fits-all affair, with only a few of the ultralight ships being too small to mount some of the larger weapons. The artificial limit to the number of weapon mounts available on a ship is set up in such a way that a Light ship has the same number of weapon mounts as a Superheavy. For an example, compare the 450-ft length Destroyer to the 2,750-ft length Dreadnought. They both can install at most 8 beam, projectile, or missile weapons. And since one size does indeed fit all, they choose from the same weapon list.</p><p></p><p>Mix in the fact that unless you are the pilot or the gunner, you're relegated to Aid Another action for the duration of the combat and you are left with a ruleset devoid of any interesting choices or decisions to make.</p><p></p><p>The <em>really</em> bothersome thing is that I can catch glimpses of some great potential in the ruleset that promises to have been a lot of fun had Wizards not watered it down to the point of being a lengthy and uninspired dicefest.</p><p></p><p>-tRR</p></blockquote><p></p>
[QUOTE="theRogueRooster, post: 1708180, member: 4521"] I worry about how interesting (or more precisely, how [i]uninteresting[/i]) starship combat will be using D20 Future rules. As it stands, I see no incentive to do anything other than move into range of an enemy ship and fire all my weapons every round until one of us blows up. All ships, even superheavies, can stop and turn on a dime, and can accelerate from zero to tactical speed (or even cruising speed) in a single round. Weapons can fire every round and in all directions, removing any interesting tactical decisions involving timing or the lining up of a shot. It bothers me that the Mecha chapter contains a more detailed movement system (in the form of different maneuverability classes and three-dimensional movement while flying) than the chapter on Starships. In the starship construction rules the choice of weapons is a one-size-fits-all affair, with only a few of the ultralight ships being too small to mount some of the larger weapons. The artificial limit to the number of weapon mounts available on a ship is set up in such a way that a Light ship has the same number of weapon mounts as a Superheavy. For an example, compare the 450-ft length Destroyer to the 2,750-ft length Dreadnought. They both can install at most 8 beam, projectile, or missile weapons. And since one size does indeed fit all, they choose from the same weapon list. Mix in the fact that unless you are the pilot or the gunner, you're relegated to Aid Another action for the duration of the combat and you are left with a ruleset devoid of any interesting choices or decisions to make. The [i]really[/i] bothersome thing is that I can catch glimpses of some great potential in the ruleset that promises to have been a lot of fun had Wizards not watered it down to the point of being a lengthy and uninspired dicefest. -tRR [/QUOTE]
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