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Getting Dangerous With The Elite: Dangerous Role-Playing Game
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<blockquote data-quote="lyle.spade" data-source="post: 7747067" data-attributes="member: 30042"><p>I picked this up a few days ago and have read the character generation rules as well as perusing the rest of the book, albeit lightly. It is similar to Traveller, which I've played extensively, in that it takes place in a large universe, with governments and worlds spanning large areas of space, and with variety between those governments. It is also similar in that trade is part of the foundation of character activity, if players decide to go that route. Beyond those, it is unlike Traveller in that travel is faster, meaning that a story can take place across a larger area of space without having to accept the months of travel that Traveller requires between subsectors, to say nothing of while sectors of space.</p><p></p><p>The system is pretty light, and looks to provide for quick resolution of rolls at the table. There are no stats....read that again: no stats. Characters are defined by skills and a few others pools of points to account for damage and those used to increase the odds during encounters. The simple d10-based mechanic involves rolling at or above a target number with a d10+bonuses, most of which will come from skill scores. Damage is based on weapon plus extra coming from how much over the target number you roll. I think combat looks to be more fluid and faster than in Traveller, mechanically.</p><p></p><p>Also unlike Traveller, characters can actually advance in skill level over time, becoming considerably more capable over time. Yes, there is skill advancement in Traveller, but it's small and takes forever. Elite is more mainstream in this area.</p><p></p><p>I might add some more on this comparison later as I become more familiar with the game. but after a few days it looks like it'll fill the niche that Traveller does, with better, more modern rules and a universe that is more immediately accessible due to the technological assumptions at the root of the world.</p></blockquote><p></p>
[QUOTE="lyle.spade, post: 7747067, member: 30042"] I picked this up a few days ago and have read the character generation rules as well as perusing the rest of the book, albeit lightly. It is similar to Traveller, which I've played extensively, in that it takes place in a large universe, with governments and worlds spanning large areas of space, and with variety between those governments. It is also similar in that trade is part of the foundation of character activity, if players decide to go that route. Beyond those, it is unlike Traveller in that travel is faster, meaning that a story can take place across a larger area of space without having to accept the months of travel that Traveller requires between subsectors, to say nothing of while sectors of space. The system is pretty light, and looks to provide for quick resolution of rolls at the table. There are no stats....read that again: no stats. Characters are defined by skills and a few others pools of points to account for damage and those used to increase the odds during encounters. The simple d10-based mechanic involves rolling at or above a target number with a d10+bonuses, most of which will come from skill scores. Damage is based on weapon plus extra coming from how much over the target number you roll. I think combat looks to be more fluid and faster than in Traveller, mechanically. Also unlike Traveller, characters can actually advance in skill level over time, becoming considerably more capable over time. Yes, there is skill advancement in Traveller, but it's small and takes forever. Elite is more mainstream in this area. I might add some more on this comparison later as I become more familiar with the game. but after a few days it looks like it'll fill the niche that Traveller does, with better, more modern rules and a universe that is more immediately accessible due to the technological assumptions at the root of the world. [/QUOTE]
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