Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
D20 Future spaceship weapons house rules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Christopher Lambert" data-source="post: 1818724" data-attributes="member: 25412"><p>I was looking at the spaceship weapons, and the damage figures seemed very random to me. Too often I was seeing weapons that were flat-out superior to other weapons in the same Progress Level and I'd rather be able to easily memorize weapon damage. (In DnD I don't have to open up the book when someone pulls out a dire flail or a scythe.)</p><p></p><p>For my campaign I'm thinking of setting up spaceship weapons to resemble "Martial Weapons" - a typical weapon might do 10d8 damage/19-20, another might do 10d6/18-20, and so forth.</p><p></p><p>I'm planning on doing something similar with mecha, but I'm not sure how many dice to start off with.</p><p></p><p>My preliminary figures look like this:</p><p></p><p>Plasma cannon: 10d10/x2. In Alternity, plasma weapons did a lot of damage compared to other spaceship weapons. These weapons are popular among humans and the medurr.</p><p></p><p>Particle beam: 10d8/19-20. In Alternity, particle beams were weaker than plasma weapons but landed critical hits nearly half the time. They looked strong compared to a mass cannon, however.</p><p></p><p>Laser: 10d6/18-20. Lasers are weaker than particle beams but are more accurate (they travel at the speed of light, rather than, say, 10% of the speed of light) and can be more easily aimed at critical parts of the ship. They would probably have a small range advantage too.</p><p></p><p>The PL 7 version of the blacklaser is treated just like a laser, except it looks different (it's basically a weapon klicks use on their space fighters). The PL 9 version is the super-laser. Lasers are popular among most races.</p><p></p><p>Rail Cannon: 10d10/x3. Yup, the figures look broken. However, rail cannons will have a short range. (I took this from the Babylon 5 setting, where rail cannons are very powerful but require you to take multiple weapon hits before you're close enough to use them effectively.) I'm hoping that will be enough to balance the rail cannon's damage, but that would require a lot of playtesting to be sure. Rail cannons are popular among humans.</p><p></p><p>Mass Cannon: 10d8/x3. A mass cannon is a gravitational weapon that fires a small mass at an enemy vessel. The mass becomes "superheavy" as it travels, slamming into the enemy vessel with massive, deadly force.</p><p></p><p>These are very common weapons in the Star*Drive setting and are especially popular among human pirates, fraal and the kroath.</p><p></p><p>Render Cannon: 10d8/x3. A render cannon is a gravitational weapon like a mass cannon. However, it doesn't fire a super-heavy piece of matter against an enemy ship. Instead, it directly crumples the other ship's hull with gravity waves. On occasion it will cripple ship systems, literally tearing them apart. (I might increase the damage and reduce the range, but I want this weapon to be different than the render cannon. Maybe it can ignore some hardness instead.) Render cannons are popular among n'sss.</p><p></p><p>Missiles and fusion blasts (eg a Yamato Cannon) would have special rules. A Yamato Cannon would take up multiple slots, have a high recharge time, and do massive amounts of damage, possibly in a small area of effect.</p><p></p><p>My second house rules involves damage "upgrading" and "downgrading". IMO it's silly that a large ship often has fewer weapons than a smaller ship (see escort as the small ship vs a corvette). IMC if you attack a ship that is one ship class smaller, you do +50%, and if you attack a larger vessel, you do less damage using the same formula. Most battles will take place between ultralight ships of about scout or attack vessel size, so it will rarely come up. However, I felt it was necessary to give bigger ships their "rightful" advantage. (I'm using the Star Wars ship size system, so 90% of the ships I use won't be Colossal. A superheavy (Colossal) ship is going to have a very hard time hitting a Medium vessel such as a scout.)</p><p></p><p>I'd rather use the damage upgrade than directly replicate Alternity's system. In Alternity, larger vessels had greater offense because they had more weapons. A dreadnought might have over 100 weapons. Even if you can only fire 33 at an opponent, that's still way too many dice rolls!</p><p></p><p>Discuss please. Does anyone agree with me? Disagree? Would you do things differently?</p></blockquote><p></p>
[QUOTE="Christopher Lambert, post: 1818724, member: 25412"] I was looking at the spaceship weapons, and the damage figures seemed very random to me. Too often I was seeing weapons that were flat-out superior to other weapons in the same Progress Level and I'd rather be able to easily memorize weapon damage. (In DnD I don't have to open up the book when someone pulls out a dire flail or a scythe.) For my campaign I'm thinking of setting up spaceship weapons to resemble "Martial Weapons" - a typical weapon might do 10d8 damage/19-20, another might do 10d6/18-20, and so forth. I'm planning on doing something similar with mecha, but I'm not sure how many dice to start off with. My preliminary figures look like this: Plasma cannon: 10d10/x2. In Alternity, plasma weapons did a lot of damage compared to other spaceship weapons. These weapons are popular among humans and the medurr. Particle beam: 10d8/19-20. In Alternity, particle beams were weaker than plasma weapons but landed critical hits nearly half the time. They looked strong compared to a mass cannon, however. Laser: 10d6/18-20. Lasers are weaker than particle beams but are more accurate (they travel at the speed of light, rather than, say, 10% of the speed of light) and can be more easily aimed at critical parts of the ship. They would probably have a small range advantage too. The PL 7 version of the blacklaser is treated just like a laser, except it looks different (it's basically a weapon klicks use on their space fighters). The PL 9 version is the super-laser. Lasers are popular among most races. Rail Cannon: 10d10/x3. Yup, the figures look broken. However, rail cannons will have a short range. (I took this from the Babylon 5 setting, where rail cannons are very powerful but require you to take multiple weapon hits before you're close enough to use them effectively.) I'm hoping that will be enough to balance the rail cannon's damage, but that would require a lot of playtesting to be sure. Rail cannons are popular among humans. Mass Cannon: 10d8/x3. A mass cannon is a gravitational weapon that fires a small mass at an enemy vessel. The mass becomes "superheavy" as it travels, slamming into the enemy vessel with massive, deadly force. These are very common weapons in the Star*Drive setting and are especially popular among human pirates, fraal and the kroath. Render Cannon: 10d8/x3. A render cannon is a gravitational weapon like a mass cannon. However, it doesn't fire a super-heavy piece of matter against an enemy ship. Instead, it directly crumples the other ship's hull with gravity waves. On occasion it will cripple ship systems, literally tearing them apart. (I might increase the damage and reduce the range, but I want this weapon to be different than the render cannon. Maybe it can ignore some hardness instead.) Render cannons are popular among n'sss. Missiles and fusion blasts (eg a Yamato Cannon) would have special rules. A Yamato Cannon would take up multiple slots, have a high recharge time, and do massive amounts of damage, possibly in a small area of effect. My second house rules involves damage "upgrading" and "downgrading". IMO it's silly that a large ship often has fewer weapons than a smaller ship (see escort as the small ship vs a corvette). IMC if you attack a ship that is one ship class smaller, you do +50%, and if you attack a larger vessel, you do less damage using the same formula. Most battles will take place between ultralight ships of about scout or attack vessel size, so it will rarely come up. However, I felt it was necessary to give bigger ships their "rightful" advantage. (I'm using the Star Wars ship size system, so 90% of the ships I use won't be Colossal. A superheavy (Colossal) ship is going to have a very hard time hitting a Medium vessel such as a scout.) I'd rather use the damage upgrade than directly replicate Alternity's system. In Alternity, larger vessels had greater offense because they had more weapons. A dreadnought might have over 100 weapons. Even if you can only fire 33 at an opponent, that's still way too many dice rolls! Discuss please. Does anyone agree with me? Disagree? Would you do things differently? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
D20 Future spaceship weapons house rules
Top