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Help me improve my sci-fi homebrew 4e rules
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<blockquote data-quote="Starglim" data-source="post: 5004826" data-attributes="member: 17011"><p>My first impression is that the few power-equivalent abilities you've kept give a lot of attention to hand-to-hand combat, maybe at the expense of other actions important to SF adventuring. You mention <em>Aliens</em> and <em>Halo</em> but I'm not sure it describes those sorts of characters well. It almost reads more like an Ultimate Fighting simulation. I'd want to be sure to cover, by explicit character abilities or setting elements,</p><ul> <li data-xf-list-type="ul">most definitely gunfighting,</li> <li data-xf-list-type="ul">vehicles (presumably, spaceships),</li> <li data-xf-list-type="ul">investigation,</li> <li data-xf-list-type="ul">negotiation,</li> <li data-xf-list-type="ul">healing (particularly that a party has a clearly identifiable role responsible for it),</li> </ul><p>though you might have a very different view of the characters and actions you think are vital to support.</p><p></p><p><strong>Is</strong> it important, in the game you want to run, to keep melee combat a viable and important part of adventuring? It almost seems as if that's a design goal that you haven't mentioned but that dictates many of your design choices.</p><p></p><p>I wonder if it would help to expand the Combat Style structure into just Styles for adventurers, giving roughly an equal number of options for each of the areas you analyse as important - or in proportion to how important they are.</p></blockquote><p></p>
[QUOTE="Starglim, post: 5004826, member: 17011"] My first impression is that the few power-equivalent abilities you've kept give a lot of attention to hand-to-hand combat, maybe at the expense of other actions important to SF adventuring. You mention [I]Aliens[/I] and [I]Halo[/I] but I'm not sure it describes those sorts of characters well. It almost reads more like an Ultimate Fighting simulation. I'd want to be sure to cover, by explicit character abilities or setting elements, [LIST] [*]most definitely gunfighting, [*]vehicles (presumably, spaceships), [*]investigation, [*]negotiation, [*]healing (particularly that a party has a clearly identifiable role responsible for it), [/LIST] though you might have a very different view of the characters and actions you think are vital to support. [B]Is[/B] it important, in the game you want to run, to keep melee combat a viable and important part of adventuring? It almost seems as if that's a design goal that you haven't mentioned but that dictates many of your design choices. I wonder if it would help to expand the Combat Style structure into just Styles for adventurers, giving roughly an equal number of options for each of the areas you analyse as important - or in proportion to how important they are. [/QUOTE]
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