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Dragonstar: Any opinions?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 548630" data-attributes="member: 710"><p>We don`t use the Dragonstar Universe itself, but much of the rest of the content.</p><p></p><p>The Spellware rules give a good idea how to make cybernetics work.</p><p>The new classes Mechanist and Pilot are well thought, even though they may perhaps need some fixes.</p><p></p><p>The weapon damage is too high - though I agree that "modern" firearms and energy weapons should deal some more damage than melee weapons (if you didn`t do this, everybody would stay in melee and that is not so great), 3d8 for a simple Blaster Pistol is to much. (we toned down damage and range of most weapons, making the blaster pistols the most deadly ones, but less precise ones, and give lasers and rifles the greatest range)</p><p></p><p>The rules for vehicles are interesting, though I don`t like the rules for space vehicles - shield, natural armor and armor boni seem to be erratic, guessed values and seem to follow no real pattern. (I suggest dropping the "one size system for everything" idea when getting into space). </p><p>Making a space combat system is difficult, but Dragonstar provides some very important ideas how to involve everybody (except, perhaps, the Monk and spellcasters) - using stations to allow different people do different parts of the job to fly the ship. (In my campaign, I added Spellbanks to modern warships, that also allow for spellcasters to use their spells in space)</p><p></p><p>For the setting:</p><p>I think it is quite interesting, but unfortunately, I had something else in mind when creating my own RPG Universe - and at the time we started with Dragonstar, the first DM used it for the Space Gothic Setting (he had several interesting adventures, but didn`t like the original system). </p><p>If there had been some good adventures to start with, maybe we would have a DS campaign.</p><p>(I really suggest to make more adventures for the setting, at least enough to get from level 1 to level 20 with the characters. Obviosuly, the adventures must be good and creative)</p><p></p><p>Oh, you can find some of our ideas on our website (given below), but be aware - it is in German.</p><p></p><p>Mustrum "http://www.gweb.de/ttt/index.htm" Ridcully</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 548630, member: 710"] We don`t use the Dragonstar Universe itself, but much of the rest of the content. The Spellware rules give a good idea how to make cybernetics work. The new classes Mechanist and Pilot are well thought, even though they may perhaps need some fixes. The weapon damage is too high - though I agree that "modern" firearms and energy weapons should deal some more damage than melee weapons (if you didn`t do this, everybody would stay in melee and that is not so great), 3d8 for a simple Blaster Pistol is to much. (we toned down damage and range of most weapons, making the blaster pistols the most deadly ones, but less precise ones, and give lasers and rifles the greatest range) The rules for vehicles are interesting, though I don`t like the rules for space vehicles - shield, natural armor and armor boni seem to be erratic, guessed values and seem to follow no real pattern. (I suggest dropping the "one size system for everything" idea when getting into space). Making a space combat system is difficult, but Dragonstar provides some very important ideas how to involve everybody (except, perhaps, the Monk and spellcasters) - using stations to allow different people do different parts of the job to fly the ship. (In my campaign, I added Spellbanks to modern warships, that also allow for spellcasters to use their spells in space) For the setting: I think it is quite interesting, but unfortunately, I had something else in mind when creating my own RPG Universe - and at the time we started with Dragonstar, the first DM used it for the Space Gothic Setting (he had several interesting adventures, but didn`t like the original system). If there had been some good adventures to start with, maybe we would have a DS campaign. (I really suggest to make more adventures for the setting, at least enough to get from level 1 to level 20 with the characters. Obviosuly, the adventures must be good and creative) Oh, you can find some of our ideas on our website (given below), but be aware - it is in German. Mustrum "http://www.gweb.de/ttt/index.htm" Ridcully [/QUOTE]
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