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[possibly OT] Star Trek d20 - help!
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<blockquote data-quote="s/LaSH" data-source="post: 596523" data-attributes="member: 6929"><p>Here's some ideas:</p><p></p><p>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 <em>every</em> 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.)</p><p></p><p>Now, as for weapons: it's been said before, but weapons in Trek are lethal. You get hit, you go <em>down</em>. 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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 596523, member: 6929"] 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 [i]every[/i] 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 [i]down[/i]. 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. [/QUOTE]
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[possibly OT] Star Trek d20 - help!
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