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Designing Space Battle in RPG
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<blockquote data-quote="Laurefindel" data-source="post: 7955387" data-attributes="member: 67296"><p>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.</p><p></p><p>I meant to use the old-school D&D party analogy to express that...</p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> </ul><p></p><p>With all the comments above, I'm not very close to what I want. I should have something to playtest by the weekend</p><p></p><p>[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...</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 7955387, member: 67296"] 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. I meant to use the old-school D&D party analogy to express that... [LIST] [*]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. [/LIST] 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... [/QUOTE]
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