Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Piloting/Driving Combat in RPGs is No Fun!
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="nomotog" data-source="post: 7932661" data-attributes="member: 6691958"><p>I have an idea for ship combat that I just keep turning over and over in my head trying to think of how to avoid the big issues with it. The Core idea is to rip off FTL/Battlestations. You do a full map of the ship and have players move around it. Weapons would work by targeting a room on the target ship with a focus on weapons that create zone hazards (Fire, gas, timed explosives.) and that gets you at least partway. Most player powers stay usable, but then you realize some systems are more exciting than others.</p><p></p><p>Like shields. In FTL shields are very simple. If put a guy stationed at the shields console they heal the shields over time. Translated to group play you have one player sitting still making one skill check over and over. For a long time, I couldn't figure out how to make that fun. My first thought was to make it hard. Like you have to roll high so you have to kind of try and stack buffs to succeed. That didn't really work well. The other idea was to not do shields as a station for players. My current thought, the best I have so far, is to make it so shields are small. If you set up a shield then it only affects one room. It gives the player managing the shields a choice. They have to decide what to protect.</p><p></p><p>On the other side of shields. Life support systems oddly compelling out of the gate. Simply being able to vent rooms on a ship is cool and you quickly get into fun ideas like what if you could use the vents to move different gas attacks around the ship.</p></blockquote><p></p>
[QUOTE="nomotog, post: 7932661, member: 6691958"] I have an idea for ship combat that I just keep turning over and over in my head trying to think of how to avoid the big issues with it. The Core idea is to rip off FTL/Battlestations. You do a full map of the ship and have players move around it. Weapons would work by targeting a room on the target ship with a focus on weapons that create zone hazards (Fire, gas, timed explosives.) and that gets you at least partway. Most player powers stay usable, but then you realize some systems are more exciting than others. Like shields. In FTL shields are very simple. If put a guy stationed at the shields console they heal the shields over time. Translated to group play you have one player sitting still making one skill check over and over. For a long time, I couldn't figure out how to make that fun. My first thought was to make it hard. Like you have to roll high so you have to kind of try and stack buffs to succeed. That didn't really work well. The other idea was to not do shields as a station for players. My current thought, the best I have so far, is to make it so shields are small. If you set up a shield then it only affects one room. It gives the player managing the shields a choice. They have to decide what to protect. On the other side of shields. Life support systems oddly compelling out of the gate. Simply being able to vent rooms on a ship is cool and you quickly get into fun ideas like what if you could use the vents to move different gas attacks around the ship. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Piloting/Driving Combat in RPGs is No Fun!
Top