aramis erak
Legend
And yet, they're largely trivial in terms of market share, only Savage Worlds, Fate, GURPS and Hero having any real broad name recognition. D6And these modular systems give players lots of flexibility without needing the GM to continually approve home brew or third party stuff, too.
Plainlable, CORPS, EABA, Masterbook, Tri-Stat/BESM, D6, FUDGE - only the more nerdy will recognize.
The issue with most of these is that setting setups are not trivial efforts, even with these frameworks.
Many GM's homebrew is unfun... hence my use of "
I didn't realize how bad it was until I started asking. I was tempted to quit GMing... but my players asked me to run the rules. once I started running the rules as written, I learned to use them. I used one particular homebrew to good success for a span of 5 years, but only for a year's worth of play... I hybridized FASA-Trek, Car Wars, d6 Star Wars, and TFT to come up with a ruleset for classic Trek that was pretty damned fun to play... but character gen SUCKED - it averaged an hour. It was procedural.
What I didn't realize is that I could pendragon it just as easily. Oh, from car wars? I stole the idea of skills getting more expensive every third level. Essentially, take the FASA character, and look up the skill percent on a table. Attributes got treated as a percentage of 20 so a 50 FASA-Trek att was a 10 att.
Skill % | Test Level | Bonus |
0 1 | 0 1 | 0 |
2 3 4-5 | 2 3 4 | 1 |
6-7 8-9 10-12 | 6 7 8 | 2 |
13-15 16-18 19-22 | 10 11 12 | 3 |
23-26 27-30 31-35 | 13 14 15 | 4 |
36-40 41-45 46-51 | 17 18 19 | 5 |
52-57 58-63 64-70 | 20 21 22 | 6 |
71-77 78-84 85-92 | 23 24 25 | 7 |
93-100 101-108 109-117 | 26 27 28 | 8 |
If you wanted to add another skill bonus or attribute bonus, increase difficulty by half a die.
1d was simple
2d was routine - most of the time, in department, you couldn't fail.
3d was moderate - this was the standard for needing a roll.
4d was challenging
5d was hard
6d was very hard
7d was formidable
Rushing, damage, lack of tools, and stress added dice to the difficulty.
range was based upon grip points. a smooth grip point was worth 1, a handgrip or frictionized stock end was 2. Out to Grip Points, it was 1d; double was 2d, quadruple 3d, and so on... but the base for a shot was added to the target's Dex Bonus in dice...
If someone wants to recreate it, you've got the framework now. It's not a great design. It worked well, but only because it just happened to be the right math to make it work, and the players were all just happy to be playing a character with a mix of easy base competence...
Oh, and I tweaked total points, too, so schools were 24 points per year, fleet service was 12 points towards service, specialty and assignment skills, and 4 points to hobbies per year.
I've not run it since 1995. But it was this system in which I ran the 23 character, 12 player Trek game.
Does the math sound fun?
If I hadn't had the FASA Trek to start with, I'd never have gotten it to playable... there were several minor revisions. I used a rank point system based upon FASA's OERs. I don't remember the rank points table... but captain was 125... somewhere I've got a copy. I should probably add the fan work boilerplate and put it up on the web....
I can't do so with the ship combat - it was tied into SFB. ADB is far less open to fan material than Paramount.