[Recruiting] the Cybernetic Revolution (IR spin-off)

well... using points toward the ability scores... I see that we can do that. It is a great idea to hulk up those stats some since those things don't change very often. I'd say they are more important than most of what I spent my 10 points on.
 

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You nailed it Serpenteye.

Looking through the feats the only one I saw that really applied was Skill Focus. I am open to suggestions if anyone has any ideas.
 

The Goblin King said:
You nailed it Serpenteye.

Looking through the feats the only one I saw that really applied was Skill Focus. I am open to suggestions if anyone has any ideas.

Now I just have to come up with a good name, which is always the hardest part. ;)

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I don't think that adding feats will do much to improve the game. The game as is is skill-based and introducing feats will just make the game needlessly complicated.

What we really need is a tech-tree, at the very least a list of the bonuses given by a new level of technology.
 

It seems the easiest way to do that would be to give the standard circumstance bonus of +/-2 for each level of tech above/below your opponent. For weapons, the damage die could change, or become "two handed", or something.

Also, as to feats- I don't think adding some skill-improvement feats would be a bad thing. They're incredibly expensive compared to just buying skill points (since you can get 8+int mod for the same cost as a feat) but they allow you to do better than the max skill rank. A trade off worth considering, so probably an option worth offering.

Skill emphasis (+3), Strong [Military] (+2/+2 to Attack/Defense of any one sort, the variants being Strong Army, Strong Navy, Strong Air Force, Strong Space Force), Industrial power (+2/+2 to any two production skills), Brain Trust (+2/+2 to any two research skills) and so on.

Speaking of skills, I'd think carefully about how you organize the production and research skills. Really, you only need to make one catagory of weapons per combat type (navy, army, air, etc.), if that (since armament technologies apply across the spectrum). Make sure you don't make too many, which is riskier than making too few, I think.

Also, saves: What are they used for?
 
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