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Star Trek Adventures, what do I need to know
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<blockquote data-quote="aramis erak" data-source="post: 7816919" data-attributes="member: 6779310"><p>Reiterating due to truth: Work the momentum.</p><p></p><p>Do not expect the system to enforce Trek-Feel — Modiphius' 2d20 engine is not simulationist, and largely is about creating and exploiting traits. The Trekness of the engine is a little more than skin deep, but only just.</p><p></p><p>Use the Secondary Cast characters. If your character is going to be a poor fit, use a Secondary Cast... and remember, SCCs grow rapidly - 1 advance per adventure used in. </p><p></p><p>Build the character to do what you want out of the gate.</p><p>Do not build to grow into the concept, because advancement is glacially slow.</p><p>it will be at least 5 adventures, probably more like 10, before your character gains any extra anything over start; prior to that, the experience only allows moving points around in type, not actually gaining new. </p><p></p><p>Only a handful of tasks are system defined... most of them are in ship combat, some are in personal combat.</p><p></p><p>Weapon Damages are, for personal combat, the wielder's security (0-5, 1-5 for PCs) and a weapon mod (1-4) as a number of dice.</p><p>For ships, Size (3-6) + Security Department (0-4) plus a weapon mod...</p><p>Small craft work like ships, but the ranges are lower... </p><p></p><p>All players should know the ships Attributes and Disciplines... you'll use them often.</p><p></p><p>don't overlap your focuses; there's no benefit for doing so.</p><p></p><p>And... <strong><em><u>KNOW YOUR TALENTS!!!</u></em></strong></p><p>as basic as it seems, it's the one thing players have failed to do. You'll only have 4, and they do the real kewl stuff...</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7816919, member: 6779310"] Reiterating due to truth: Work the momentum. Do not expect the system to enforce Trek-Feel — Modiphius' 2d20 engine is not simulationist, and largely is about creating and exploiting traits. The Trekness of the engine is a little more than skin deep, but only just. Use the Secondary Cast characters. If your character is going to be a poor fit, use a Secondary Cast... and remember, SCCs grow rapidly - 1 advance per adventure used in. Build the character to do what you want out of the gate. Do not build to grow into the concept, because advancement is glacially slow. it will be at least 5 adventures, probably more like 10, before your character gains any extra anything over start; prior to that, the experience only allows moving points around in type, not actually gaining new. Only a handful of tasks are system defined... most of them are in ship combat, some are in personal combat. Weapon Damages are, for personal combat, the wielder's security (0-5, 1-5 for PCs) and a weapon mod (1-4) as a number of dice. For ships, Size (3-6) + Security Department (0-4) plus a weapon mod... Small craft work like ships, but the ranges are lower... All players should know the ships Attributes and Disciplines... you'll use them often. don't overlap your focuses; there's no benefit for doing so. And... [B][I][U]KNOW YOUR TALENTS!!![/U][/I][/B] as basic as it seems, it's the one thing players have failed to do. You'll only have 4, and they do the real kewl stuff... [/QUOTE]
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