So has anyone been inspired to run 4e DnD with a Star Trek feel?
We have the Astral Sea. We have Planar Vehicles. We have old Spelljammer for inspiration.
Instead of the Star Trek species, we have dwarves, tieflings, and githyanki. Instead of home planets, we have Domains.
The real problem is that the vehicle combat rules, as written for 4e, are not detailed enough to capture that cinematic feel of ship-to-ship combat. Also, PC skills are not geared toward running a ship.
I'm looking at modifying the ship system from the d20 Skull & Bones pirate game. To solve the skill problem, I'm thinking about creating an additional skill list that players can select training in. These skills would be in addition to the standard skill list, so players will have an "away team" set, and a "ship" set.
My only real problem is how to delegate ship duties to different PCs. What do you do when nobody wants to follow orders? Especially from other players? Every ship needs a captain, but an RP group usually rejects authority Hmm...
We have the Astral Sea. We have Planar Vehicles. We have old Spelljammer for inspiration.
Instead of the Star Trek species, we have dwarves, tieflings, and githyanki. Instead of home planets, we have Domains.
The real problem is that the vehicle combat rules, as written for 4e, are not detailed enough to capture that cinematic feel of ship-to-ship combat. Also, PC skills are not geared toward running a ship.
I'm looking at modifying the ship system from the d20 Skull & Bones pirate game. To solve the skill problem, I'm thinking about creating an additional skill list that players can select training in. These skills would be in addition to the standard skill list, so players will have an "away team" set, and a "ship" set.
My only real problem is how to delegate ship duties to different PCs. What do you do when nobody wants to follow orders? Especially from other players? Every ship needs a captain, but an RP group usually rejects authority Hmm...