Laurefindel
Legend
Nah, the D&D analogy was used as a common reference. The system used has no class as D&D defines them, no levels, and no magic. Also, characters in D&D cannot change class halfway through combat like they could change positions on a ship.Sounds like you just want to play D&D. If you're designing a game, not a module, it might help to throw out some assumptions. Like "D&D would do it this way."
I meant to use the old-school D&D party analogy to express that...
- I don't want a system where the pilot and the gunner are the only ones doing meaningful things. Like the D&D party, each member needs to contribute equally with different abilities.
- I want a system where different positions on board a ship do different things and play different roles, like the dynamics of a D&D party.
- I want a system where everyone is fighting the enemy(ies), like a D&D party; not one where the gunner shoots and the three remaining characters are stuck to find something else to contribute.
- I want a system where positions play differently, like how a fighter plays differently from a wizard. One has good and consistent laser cannons attacks and high armour plating, the other has a limited amount of nuclear torpedoes and countermeasures but otherwise has less effective point-defence cannons.
- I want a system where everyone can be an efficient pilot, but one with a high piloting skill can focus on actions that require piloting rolls. Another could rely more on strategy, or another more on artillery.
With all the comments above, I'm not very close to what I want. I should have something to playtest by the weekend
[edit] I believe I misread your post. Yes, I'm throwing part of a game at you guys without giving you the rest, so there is no way for you to refer to anything but to that D&D party. I wouldn't know where to begin but in a nutshell, it's Cubicle 7's The One Ring system converted to sci-fi. Not that this helps you much...
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