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Star Trek Adventures' New Edition Has A Starter Set!
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<blockquote data-quote="Staffan" data-source="post: 9507905" data-attributes="member: 907"><p>That can work in D&D and its immediate family, where there's a fairly brief set of core rules and the rest is various siloed-off character options, which makes it easy to just include a subset of those options (e.g. just four classes and one subclass per class, and maybe only up to level 3 or 5 or so). But most other games don't have classes in that way, plus they have a flatter structure so you don't really have high- or low-level abilities. Star Trek Adventures in particular (at least in 1st edition) has a fairly lenghty lifepath system where you go through the character's past in about seven steps with each step contributing a few things to the end result – the full rules are about 50 pages.</p><p></p><p>I think Star Wars manages to thread this needle fairly well, though maybe that's because it has a semi-class system. The various Star Wars beginner boxes don't let you <strong>create</strong> characters, but they do let you <strong>advance</strong> them. So if you're playing the spy Vendri and you get your first 10 XP as part of the intro adventure, you get a menu of four options to spend them on: 10 XP to increase Computers from 1 to 2, or 5 XP each to either increase Deception from 0 to 1, gain the Stalker talent giving you a boost die on all Stealth and Coordination checks, or gain the Dodge talent which lets you take a strain to upgrade the difficulty of attacking you once (per attack; turning a Difficulty die to a Challenge die). As you continue playing, potentially into the super-awesome web enhancement adventure for Age of Rebellion, you will gain more XP and access to more free-form advancement and a special talent tree. I just wish they had made this part more fully compatible with the full game (all the pregens have bespoke talent trees and skill access, which they get from mixing up the specialization talent trees in the core book).</p></blockquote><p></p>
[QUOTE="Staffan, post: 9507905, member: 907"] That can work in D&D and its immediate family, where there's a fairly brief set of core rules and the rest is various siloed-off character options, which makes it easy to just include a subset of those options (e.g. just four classes and one subclass per class, and maybe only up to level 3 or 5 or so). But most other games don't have classes in that way, plus they have a flatter structure so you don't really have high- or low-level abilities. Star Trek Adventures in particular (at least in 1st edition) has a fairly lenghty lifepath system where you go through the character's past in about seven steps with each step contributing a few things to the end result – the full rules are about 50 pages. I think Star Wars manages to thread this needle fairly well, though maybe that's because it has a semi-class system. The various Star Wars beginner boxes don't let you [B]create[/B] characters, but they do let you [B]advance[/B] them. So if you're playing the spy Vendri and you get your first 10 XP as part of the intro adventure, you get a menu of four options to spend them on: 10 XP to increase Computers from 1 to 2, or 5 XP each to either increase Deception from 0 to 1, gain the Stalker talent giving you a boost die on all Stealth and Coordination checks, or gain the Dodge talent which lets you take a strain to upgrade the difficulty of attacking you once (per attack; turning a Difficulty die to a Challenge die). As you continue playing, potentially into the super-awesome web enhancement adventure for Age of Rebellion, you will gain more XP and access to more free-form advancement and a special talent tree. I just wish they had made this part more fully compatible with the full game (all the pregens have bespoke talent trees and skill access, which they get from mixing up the specialization talent trees in the core book). [/QUOTE]
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