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Thoughts on a 4e Spelljammer
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<blockquote data-quote="JohnBiles" data-source="post: 4398643" data-attributes="member: 63128"><p>The original FASA Star Trek had a very sweet system for giving everyone things to do in ship combat, so I'd advise developing a system that gives everyone something to do.</p><p></p><p>Something like:</p><p></p><p>The Helmsman navigates the ship and controls the heavy weaponry (Striker)</p><p>The Shieldsman controls the ship defenses and lesser weaponry (Defender)</p><p>Various Officers maintain morale and keep the crew alive (Leader)</p><p>Jammers use ship equipment to control the battlefield and disrupt other ship jammers. (Controller)</p><p></p><p></p><p>Take the idea of ritual helms and bond multiple people to the ship to control different parts of it. The helms then enable them to use their normal skills for the ship's benefit. (So the Helmsman uses his own Acrobatics to do fancy manuevers with the ship, the Officer uses Heal to try to fix damage to the ship, the Jammer uses Arcana to generate clouds of fog to obstruct vision, etc.)</p><p></p><p>So if a 4 person party is fighting a Giff ship inside the Greyhawk Nebula while low on Residuum fuel, the first stage of the challenge might go something like:</p><p></p><p>Helmsman succeeds on Acrobatics: The ship dodges the meteors hidden inside the nebula.</p><p>Shieldsman succeeds on Endurance: The shieldsman successfully operates the ship's defenses to stave off the poisonous gases which form the nebula without draining the residuum reserves too much.</p><p>Jammer fails on Arcana: He tries to ignite some of the nebular gases in the path of the enemy ship, but isn't successful. Instead, his ship plows into the flaming gas.</p><p>Officer succeeds on Heal: The Officer directs the crew to successful damage control on the fire.</p><p></p><p>etc, etc.</p></blockquote><p></p>
[QUOTE="JohnBiles, post: 4398643, member: 63128"] The original FASA Star Trek had a very sweet system for giving everyone things to do in ship combat, so I'd advise developing a system that gives everyone something to do. Something like: The Helmsman navigates the ship and controls the heavy weaponry (Striker) The Shieldsman controls the ship defenses and lesser weaponry (Defender) Various Officers maintain morale and keep the crew alive (Leader) Jammers use ship equipment to control the battlefield and disrupt other ship jammers. (Controller) Take the idea of ritual helms and bond multiple people to the ship to control different parts of it. The helms then enable them to use their normal skills for the ship's benefit. (So the Helmsman uses his own Acrobatics to do fancy manuevers with the ship, the Officer uses Heal to try to fix damage to the ship, the Jammer uses Arcana to generate clouds of fog to obstruct vision, etc.) So if a 4 person party is fighting a Giff ship inside the Greyhawk Nebula while low on Residuum fuel, the first stage of the challenge might go something like: Helmsman succeeds on Acrobatics: The ship dodges the meteors hidden inside the nebula. Shieldsman succeeds on Endurance: The shieldsman successfully operates the ship's defenses to stave off the poisonous gases which form the nebula without draining the residuum reserves too much. Jammer fails on Arcana: He tries to ignite some of the nebular gases in the path of the enemy ship, but isn't successful. Instead, his ship plows into the flaming gas. Officer succeeds on Heal: The Officer directs the crew to successful damage control on the fire. etc, etc. [/QUOTE]
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