Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Grade the Forged in the Dark System
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Grendel_Khan" data-source="post: 9312703" data-attributes="member: 7028554"><p>Also, re: starships, they pretty much follow the rest of the game's framework, which is that everything is about the effect a given action a PC will have, and you position (or risk) that action puts them in.</p><p></p><p>Some of that is purely based on the fiction—if the GM establishes that there's a wide gap between two buildings, escaping a pursuer by jumping that gap is going to have a position based on how big it is (not like on a given number of feet or meters, but like is this a big leap or not) and what the result of failing could be. In other words how much of a drop are we talking? The effect, meanwhile, is probably standard, meaning you should be able to do it on a success or partial success. But if you've taken an injury to your leg that reduces the effect of related actions, now you're looking at Limited effect to make the jump. You'll need to do something else to clear the gap, like possibly increasing the risk, in order to increase effect up to Standard. Now a Risky, Limited action becomes Desperate, Standard.</p><p></p><p>But there are a lot of cases where you get into different mechanical factors, all of which are relative, and all add up to some reduction or increase in position and effect. In the case of ships, there are a couple of these that might come into play pretty often:</p><p></p><p>Scale (as in size, how big your ship is compared to another, or number, like how many are you trying to escape from attack, etc.?).</p><p></p><p>Quality (the quality of your relevant ship system, compared to the other ship's)</p><p></p><p>In the case of NPC ships, the GM probably won't stat up a bunch of ship systems like you do for the PCs' ship. So quality might be based on the Tier of the faction that's using the ship, with some adjustments up or down based on the fiction.</p><p></p><p></p><p>So if your PC ship has Engines at quality 3, and the enemy's ship is from a Tier 3 faction, maybe your attempt to outrun the NPC pilot starts off pretty even—no reduction or increase in effect for that roll (or for multiple rolls, if you're doing the escape as a Clock).</p><p></p><p>But if the fiction you've established is that the enemy ship is a small, fast starfighter, with faster engines, then now you're at a disadvantage, and will have Limited effect on escape rolls. Time to either deal with those not so great odds, or do something to change them—the Mechanic trying to overclock the engines, someone firing at the starfighter to force it into evasive maneuvers (but now opening up new potential consequences, like the fighter returning fire or calling for reinforcements).</p><p></p><p>So it matters, sometimes a lot, which ship systems you upgrade, and it matters, always, who you're up against. Maybe you decide to use your larger ship's scale against the fighter, and ram the thing. If you pull it off, you could have greater effect toward smearing it than if you were in a similar-size ship. If you were to ram a massive dreadnaught, though, the difference in scale would mean you have no effect—unless you do something fancy, risky, etc.</p><p></p><p>Granted, SaV uses some pretty confusing terminology related to ships, and they're by far the most complex (and poorly presented) part of the game. But if you just think of each system as a specific degree of Quality, relevant to one situation or another, it all works out (imo).</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 9312703, member: 7028554"] Also, re: starships, they pretty much follow the rest of the game's framework, which is that everything is about the effect a given action a PC will have, and you position (or risk) that action puts them in. Some of that is purely based on the fiction—if the GM establishes that there's a wide gap between two buildings, escaping a pursuer by jumping that gap is going to have a position based on how big it is (not like on a given number of feet or meters, but like is this a big leap or not) and what the result of failing could be. In other words how much of a drop are we talking? The effect, meanwhile, is probably standard, meaning you should be able to do it on a success or partial success. But if you've taken an injury to your leg that reduces the effect of related actions, now you're looking at Limited effect to make the jump. You'll need to do something else to clear the gap, like possibly increasing the risk, in order to increase effect up to Standard. Now a Risky, Limited action becomes Desperate, Standard. But there are a lot of cases where you get into different mechanical factors, all of which are relative, and all add up to some reduction or increase in position and effect. In the case of ships, there are a couple of these that might come into play pretty often: Scale (as in size, how big your ship is compared to another, or number, like how many are you trying to escape from attack, etc.?). Quality (the quality of your relevant ship system, compared to the other ship's) In the case of NPC ships, the GM probably won't stat up a bunch of ship systems like you do for the PCs' ship. So quality might be based on the Tier of the faction that's using the ship, with some adjustments up or down based on the fiction. So if your PC ship has Engines at quality 3, and the enemy's ship is from a Tier 3 faction, maybe your attempt to outrun the NPC pilot starts off pretty even—no reduction or increase in effect for that roll (or for multiple rolls, if you're doing the escape as a Clock). But if the fiction you've established is that the enemy ship is a small, fast starfighter, with faster engines, then now you're at a disadvantage, and will have Limited effect on escape rolls. Time to either deal with those not so great odds, or do something to change them—the Mechanic trying to overclock the engines, someone firing at the starfighter to force it into evasive maneuvers (but now opening up new potential consequences, like the fighter returning fire or calling for reinforcements). So it matters, sometimes a lot, which ship systems you upgrade, and it matters, always, who you're up against. Maybe you decide to use your larger ship's scale against the fighter, and ram the thing. If you pull it off, you could have greater effect toward smearing it than if you were in a similar-size ship. If you were to ram a massive dreadnaught, though, the difference in scale would mean you have no effect—unless you do something fancy, risky, etc. Granted, SaV uses some pretty confusing terminology related to ships, and they're by far the most complex (and poorly presented) part of the game. But if you just think of each system as a specific degree of Quality, relevant to one situation or another, it all works out (imo). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Grade the Forged in the Dark System
Top