[possibly OT] Star Trek d20 - help!

Talaysen

First Post
Let me start by saying that I'm not entirely sure from the descriptions whether or not this should go in another forum; my apologies if it should.

In any event - I'm in something fix and desperately seeking d20 rules for the Star Trek universe - mainly the main and supporting Next Gen characters and stats for the Enterprise-D, but equipment, races and (possibly) classes would also be helpful. If there's some sort of Borg template available online that would also go a long way to serve my needs.

See, I had this bet going with a friend of mine - we had a duel between 20th level characters of our own creation, and I won. Under the terms of our wager, this means that I will be running his D&D game on Monday and sending his players into the Star Trek universe. I've got a pretty good idea as to what I'm going to do, but obviously this is going to involve a lot of work - if I can cut back on that, so much the better.

So any help y'all can give me would be greatly appreciated. Thanks all!
 

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not that this will help
But d20 is not a system that will work for startrek...

Unless you intend to give all the classes 12 skill points a level or more. The startrek universe is VERY VERY skill oriented and people learn things at a MUCH faster pace then in standard d20 or D20 modern.

If you can aptly compensate for that then try.

Also Diffrent races/cultures/orginzations would have diffrent base classes. because just about every race has a diffrent philopshy when it comes to training.

The Federation and Klingons and Romulans would all have diffrent "core" classes for their respective orginizations and crews.

Even Starfleet and the Federation would have varied classes between eachother.
 

I'm afraid you're quite right. That doesn't help. I'm dealing with a D&D game here and can't really convert the PCs to the LUG system (I haven't picked up the Decipher books yet).

Thank you for your concerns, but there's nothing I can do about it.
 

If you can get hold of it, the Traveller d20 book could well be the sourcebook you're looking for, with a little thought. It's kind of expensive to buy just to use for a one-shot, but it's worth looking at if someone you know has it.
 

Not that this helps you now (sorry), but Decipher's system (called CODA) is virtually a leveless, classes form of d20 that uses d6s.

And before anyone starts, this is not to imply that the Decipher team stole any d20 ideas and made some name changes; I fully believe it was parallel development and building on the same system successes that the WotC crew used.
 

Here's some ideas:

Trek functions on skills, true. Most Trek NPCs will be Experts (which would explain why phaser fights go on so long). Another useful hint would be to use skills to determine a ship's capabilities, rather than working out stats for the ship itself. Finally, Trek characters learn skills at an astronomical rate; it's something in the vacuum, I think, because few other fictional universes have that rate of single-point technological advancement. With this in mind, a circumstance modifier equal to your Int bonus to every skill would be handy. It allows pre-warp primitives to figure out a warp drive in record time. (Like that's ever happened, oh wait.)

Now, as for weapons: it's been said before, but weapons in Trek are lethal. You get hit, you go down. Two fixes for this: first, assume that all phaser 'damage' is just near misses, and that hit points represent luck. Second, give players the option for 'active dodge'; instead of taking active defence actions, players can roll a d20 and add it to their AC instead. (Or for a more balanced system, try 1d4x1d4 plus Dex bonus). You'll still spend most of your time hiding behind crates, but that's all in the spirit of Trek combat.

I think that about covers it... I don't have any particular material available, but I'd be sorely tempted to throw in some Borg formians, because the two are so similar in concept it's frightening. Best of luck.
 


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