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<blockquote data-quote="Morrus" data-source="post: 6855136" data-attributes="member: 1"><p>A BoP is much smaller than that - Class V, so five actions. You'd be surprised how quickly you whip through those. A couple of disruptor blasts, repair some damage, a sensor question, etc.</p><p></p><p>Most large ships with lots of actions are going to be capital ships with tons of guns covering all firing arcs. And it probably won't even get to use all of those unless it's surrounded. But the capability is there should the situation arise. A capital ship is quicker to use than a large pack of enemies (say, when you have the PCs attacked by 12 bandits, each of which needs to move and act - the classic D&D style encounter). </p><p></p><p>PCs tend to do more; the actions are there and ensure that every PC gets to do something useful, whether that be repairing something, doing a maneuver, firing a weapon, using sensors, medical procedures, directing fighter squadrons, using tractor beams, and so on. The GM doesn't have the burden of making sure all his NPC crew is having fun, so don't feel obligated to find actions to fill all those slots. They're there if necessary, but they aren't obligations. I don't think I'd ever bother with an NPC ship's medical procedures, for example. </p><p></p><p>The inspiration for the system was - in part - FASA's Starship Combat Simulator and Star Fleet Battles. It's *much* faster in my experience than either of those.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6855136, member: 1"] A BoP is much smaller than that - Class V, so five actions. You'd be surprised how quickly you whip through those. A couple of disruptor blasts, repair some damage, a sensor question, etc. Most large ships with lots of actions are going to be capital ships with tons of guns covering all firing arcs. And it probably won't even get to use all of those unless it's surrounded. But the capability is there should the situation arise. A capital ship is quicker to use than a large pack of enemies (say, when you have the PCs attacked by 12 bandits, each of which needs to move and act - the classic D&D style encounter). PCs tend to do more; the actions are there and ensure that every PC gets to do something useful, whether that be repairing something, doing a maneuver, firing a weapon, using sensors, medical procedures, directing fighter squadrons, using tractor beams, and so on. The GM doesn't have the burden of making sure all his NPC crew is having fun, so don't feel obligated to find actions to fill all those slots. They're there if necessary, but they aren't obligations. I don't think I'd ever bother with an NPC ship's medical procedures, for example. The inspiration for the system was - in part - FASA's Starship Combat Simulator and Star Fleet Battles. It's *much* faster in my experience than either of those. [/QUOTE]
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