[Dragonstar] Raw Recruits

Eye Tyrant

First Post
I was just wondering if anyone has or plans to run this. I plan to use it in the somewhat near future with a newly starting campaign. None of us has played any DS yet, and I am the only one with the books, so any and all advice or opinions will be appreciated.
 
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Wow, I guess no one has had a chance to check this book out yet...

I've read about the first 50 or so pages and have to say that it looks pretty good so far...
 

So, run it! And than tell us how it worked. :)

I have meager experience with the full Dragonstar game (we always tweaked something), but our group decided that the weapon damages were too high (though we agree that they must be better than melee weapons). If you like it the way it is, consider the CR changement rules, or try to make the encounters a bit easier.
The autofire rules are simple (though not as simple as the D20 Modern rules - anyway, far better than the Starwars rules) and seem to work.

If you want to use space combat, be sure that you have some oppertunities for the non-Pilots. (Do spells work in space, and how? What does a Barbarian or Monk without Use Device and Pilot in a space combat - maybe he can`t help during the dogfights, but can attempt to thwart the attack of the troups entering the ship?)


Mustrum Ridcully
 

Eye Tyrant, be sure to tell us what you think! If you want to see how your impressions match others I know there are two good reviews at ENWorld here. I'm especially interested in your impressions as I wrote the first adventure and the last 10 pages of the final adventure.

Mustrum_Ridcully said:
If you want to use space combat, be sure that you have some oppertunities for the non-Pilots. (Do spells work in space, and how? What does a Barbarian or Monk without Use Device and Pilot in a space combat - maybe he can`t help during the dogfights, but can attempt to thwart the attack of the troups entering the ship?)

Mustrum Ridcully

Can't stress this enough. Space dogfights are all well and good, but the non-pilots MUST have a function or their players might as well go out for snacks. The space battle in the last adventure of Raw Recruits does list some suggestions for these non-pilot PCs, so be sure to check them out.
 

Thanks guys! It will still be a few weeks before we start the DS game. The players have yet to make PCs and I still have some studying to do. I am pretty familiar with most of the DS stuff, but I want to have a stronger grasp before game time.

Also, other then weapon damage and non-pilots in space combat, is there anything else to be concerned about? I have heard through the boards that the damage is especially lethal, but I think I like that. On the other hand, I am interested in knowing how folks are reducing the weapon damages and what effects it has on the game...

I have read through all of the first adventure in Raw Recruits and I think that it is a great way to introduce players to the world (er galaxy) of DS. I like the idea of the Everstanza, reminds me of Star Trek a lot.
 

Melee fighters can be very dangerous when fighting opponents that focused on ranged combats. This is especially true in tight places (space stations & ships, cities), when there is little room for maneuvers.

These melee fighters fare well when using Trips (especially Improved Trip - see Monks) or Grapples. Pressing Attack is a "must" Feat for these guys.
Disarms or sunders might be useful as well.
This can be compensated when the ranged-fighters have the tumble skill (and do not steadily suffer from AOOs - remember an AOO may not be a regular attack but also a trip!)

Mechanist can pose a serious threat in melee when attacking opponents using ranged weapons or Power Armors (sabotage)

Remember this if some of the players want to play Monks or maybe Barbarians.
Speaking of Barbarians:
If someone wants to play one, be aware that Rage is useless in Ranged combat (except you maybe able to carry a heavier weapon, which is rarely a problem), so remind him of this.
(Or "invent" a new Feat that grants some benefits - I used "Rambo`s Rage", which effectively increased the size of the character when figuring out what ranged weapons he might use.
I also adapted the Monkey Grip Feat for this, and allowed the user to ignore the penalties for using long-arms onehanded. :) )

Another, interesting character class: Rogue.
For NPCs as well as PCs - using Ambidexterity and Two Gun Shooting, he might use a Taser in his first hand and a Blaster Pistol (or silenced Autopistol) in his offhand. Taser stuns opponent, opponent loses Dex Bonus, opponent suffers from sneak attack.
(Though you might rule-zero this - I did not, but until now, no one could use it)

Speaking of Rogue, I must think of Skill Points:
There are some useful and probably neccessary new Skills - many players might find their characters have to few skill points.
There are some ways to deal this:
a) Tell them to stop whining.
b) Consider using a highter point-buy (if you use point-buy), so they are able to get a higher Intelligence
c) Bump up skill points per level (approx. +2 / level)
d) Remove some not really useful skills or skills that seem to overlap:
Cryptography and Decipher Script could be defined as one skill
Appraise might be a Knowledge Skill (does not really change something) or becomes part of the Diplomacy Skill.
Maybe combine skills like Balance, Tumble, Jump, Climb. (maybe Acrobatics - Balance & Tumble; and Atlehtics - Jump and Climb. Not sure if this makes sense :) )
Urban Lore could be instantly dropped and combined with Gather Information.
Handle Animal and Animal Empathy might become one skill (and make it a special abilities from Rangers and Druids to use it in an Animal Empathy way?)

Mustrum Ridcully
 

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