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D20 Future (SRD) what's (not so) good and what can be improved (and how)?
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<blockquote data-quote="Pbartender" data-source="post: 1815288" data-attributes="member: 7533"><p>Well, I got a hold of a PDF of the Future SRD, and in general I like it... Although, I don't think I'll cough up to the money to buy a copy. The SRD is enough for me, it's got a lot of rules I'll use, and some I'll change a bit.</p><p></p><p>My idea for a campaign setting is that of a Future Earth... Technology is generally on the border between PL 6 & 7, though it varies from field to field. Most importantly, FTL travel does not exist, and so the setting is confined to the Solar System (for now).</p><p></p><p>I actually like the idea behind the simplified Starship combat rules... It makes it easy for my players to learn, especially since some of them are a bit adverse to learning new rules. It makes for a higher chance that I'll get to run a long-term sci-fi game. Personally, I will allow for anything you can do in normal combat, with some caveats. Grappling requires a grappling device. Attacks of Opportunity require a point defense system intalled onto a "light" weapon. Pilot checks replace Tumble, Balance and Ride checks. Disarming and Sundering can be used to target specific ship's systems.</p><p></p><p>Movement will be justified by the technology available... Most ships use ion drives, fusion torches or solar sails for long-distance interplanetary travel. They provide high power, high speeds over long distances, but they are extremely unmaneuverable and can produce dangerously destructive exhaust. For slower, tactical speeds, gravitic drives are used. They are highly maneuverable, reactionless, and they negate most inertial effects and stresses. The downside is that due to the interialless effect, the drives are limited by maximum speed, rather than maximum acceleration; compared to interplanetary drives, gravitic drives are relatively slow.. Only useful for tactical combat, docking maneuvers and atmospheric flight.</p><p></p><p>My weapons will come in four main flavors of various sizes, and most damages will be revised (Why roll 100d8, when 10d8x10 works just as well?)</p><p></p><p>Ballistics (mostly rail gun tech)</p><p>Lasers</p><p>Particle Accelerators</p><p>Explosives (missiles... mostly small nukes)</p><p></p><p>Starship (and vehicle) armor would come in three types...</p><p></p><p>Ablative Armor (adds hit points)</p><p>Deflective Armor (adds Armor Class)</p><p>and Hardened Armor (adds DR or Hardness)</p><p></p><p>I'm going to use a 'tactical' scale for starship combat... A Fine starship is equivalent to a Medium creature... To give more variation in the starship classifications.</p><p></p><p>Starship equipment will be handled using a gross tonnage calculation... 1 ton of displacement = ~10 cu. ft. of volume. Either you chave space inside the hull for the equipment, or you don't.</p><p></p><p>I'm going to do a little research into dimension and crew sizes of military submarines, for a basis on starship design. I'd suspect that futuristic spaceships would be built alogn similar guidelines.</p><p></p><p>There... that's not too painful, and the house rules shouldn't take too much take to cobble together.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 1815288, member: 7533"] Well, I got a hold of a PDF of the Future SRD, and in general I like it... Although, I don't think I'll cough up to the money to buy a copy. The SRD is enough for me, it's got a lot of rules I'll use, and some I'll change a bit. My idea for a campaign setting is that of a Future Earth... Technology is generally on the border between PL 6 & 7, though it varies from field to field. Most importantly, FTL travel does not exist, and so the setting is confined to the Solar System (for now). I actually like the idea behind the simplified Starship combat rules... It makes it easy for my players to learn, especially since some of them are a bit adverse to learning new rules. It makes for a higher chance that I'll get to run a long-term sci-fi game. Personally, I will allow for anything you can do in normal combat, with some caveats. Grappling requires a grappling device. Attacks of Opportunity require a point defense system intalled onto a "light" weapon. Pilot checks replace Tumble, Balance and Ride checks. Disarming and Sundering can be used to target specific ship's systems. Movement will be justified by the technology available... Most ships use ion drives, fusion torches or solar sails for long-distance interplanetary travel. They provide high power, high speeds over long distances, but they are extremely unmaneuverable and can produce dangerously destructive exhaust. For slower, tactical speeds, gravitic drives are used. They are highly maneuverable, reactionless, and they negate most inertial effects and stresses. The downside is that due to the interialless effect, the drives are limited by maximum speed, rather than maximum acceleration; compared to interplanetary drives, gravitic drives are relatively slow.. Only useful for tactical combat, docking maneuvers and atmospheric flight. My weapons will come in four main flavors of various sizes, and most damages will be revised (Why roll 100d8, when 10d8x10 works just as well?) Ballistics (mostly rail gun tech) Lasers Particle Accelerators Explosives (missiles... mostly small nukes) Starship (and vehicle) armor would come in three types... Ablative Armor (adds hit points) Deflective Armor (adds Armor Class) and Hardened Armor (adds DR or Hardness) I'm going to use a 'tactical' scale for starship combat... A Fine starship is equivalent to a Medium creature... To give more variation in the starship classifications. Starship equipment will be handled using a gross tonnage calculation... 1 ton of displacement = ~10 cu. ft. of volume. Either you chave space inside the hull for the equipment, or you don't. I'm going to do a little research into dimension and crew sizes of military submarines, for a basis on starship design. I'd suspect that futuristic spaceships would be built alogn similar guidelines. There... that's not too painful, and the house rules shouldn't take too much take to cobble together. [/QUOTE]
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