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Post by finarvyn on Jan 25, 2010 21:55:33 GMT -5
Basically I broke things up into stat checks. If something would be in your field of expertise, perhaps a biology question to a scientist, I could have them roll 1d20 against their INT for success. I had (have?) somewhere a list of general things a person could try, based on his class.
In retrospect, I wish I had something like the C&C SIEGE Engine mechanic at the time. I like the idea of picking some primary stats for your class and rolling to beat a 12/16 type number.
Clearly this needs some tweaking to make my rules more complete. I try to avoid having huge skill lists, but need to have a list of a few things as guidelines. (Such as a paladin's "lay on hands" or a thief's "back attack" type options.) Any suggestions?
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Post by chgowiz on Jan 26, 2010 9:33:18 GMT -5
I've started rolling 3d6 for stat checks -equal or lower - a 3 is a critical success, 18 critical failure. It does make it more likely to succeed, since you're not adding two possible pips to the final result.
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Post by Alex on Jan 26, 2010 10:02:33 GMT -5
I've started rolling 3d6 for stat checks -equal or lower - a 3 is a critical success, 18 critical failure. It does make it more likely to succeed, since you're not adding two possible pips to the final result. Then you are playing GURPS. That is the main mechanic of the system. For class abilities I don't know. That's always been my problem coming up with Star Trek D&D. The classes are bland and faceless without them. Races are easier with Vulcans getting minor telephathy and nerve pinches and second eyelids. But there was very little I could come up with with reasonable mechanics for a Command or Science or Medical person to do. The ability check mechanic works in general, but does nothing to differentiate classes since a commander might have a higher INT than his science officer and would therefore do the science officer's job better.
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Post by Ronin84 on Jan 26, 2010 10:13:52 GMT -5
Basically I broke things up into stat checks. If something would be in your field of expertise, perhaps a biology question to a scientist, I could have them roll 1d20 against their INT for success. I had (have?) somewhere a list of general things a person could try, based on his class. In retrospect, I wish I had something like the C&C SIEGE Engine mechanic at the time. I like the idea of picking some primary stats for your class and rolling to beat a 12/16 type number. Clearly this needs some tweaking to make my rules more complete. I try to avoid having huge skill lists, but need to have a list of a few things as guidelines. (Such as a paladin's "lay on hands" or a thief's "back attack" type options.) Any suggestions? I agree stapling the C+C Siege Engine Mechanic would work well, but as you start adding skills you are really just re-creating micro lite. I still like what you did and would still love a pdf when you have time!
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Post by Falconer on Jan 26, 2010 13:01:37 GMT -5
I was thinking that more mechanics stifle creativity, but honestly, having spell lists for Magic-Users and Clerics in OD&D never really stifled anyone’s creativity. Maybe it would be best to come up with a spell list for Science, a spell list for Medical, and a spell list for Engineering, just as a game mechanic (of course they’re not “spells” IC—many of them would basically be tricorder use or whatever). Perhaps a little tongue-in-cheek, the way WNMHGB 2.0 is written; obviously mining the shows and writing spells based on things that happened in the episodes, but also coming up with new stuff the way Gygax did, just to make it a fun game. That covers three classes; the fourth class can just be your “Fighter” class (though not called that), and cover both the Captain and Security Personnel.
I personally don’t like stat checks and the like—they tend to tell you more what you CAN’T do. “Spells” just give you more things you CAN do. Just a thought.
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Post by slortar on Jan 26, 2010 13:44:44 GMT -5
The funny thing was, I was going to suggest the spell thing, too, but decided against it because it sounded a bit out there. I kinda like the idea of giving each class thief-like ability tables--it might be a bit unwieldy, but it would really give it a more old-school feel, I think.
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Post by finarvyn on Jan 26, 2010 16:12:04 GMT -5
I personally don’t like stat checks and the like—they tend to tell you more what you CAN’T do. “Spells” just give you more things you CAN do. Just a thought. Honestly, that's part of why I don't have a skill list handy. You're the ship's Botonist, okay what do you think you can do? Most things (climbing, jumping, lifting) can be done with stat checks for STR or DEX, and specialized information can be an INT check. I actually like the idea of having catch phrases like "country doctor" or "miracle worker engineer" with the idea that maybe a character could make a SUPER DUPER roll once per adventure, or something like that.
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Post by Falconer on Jan 27, 2010 2:34:33 GMT -5
So here’s what I’m thinking: I’ll open up a board dedicated to developing Star Trek rules based directly on old-school D&D. This would obviously include Finarvyn’s work, as well as Alex’s MinTrek and any other complete versions or additions anyone wants to post.
There, I’ll start a “Science Spells” thread and a “Medical Spells” thread and an “Engineering Spells” thread, which will basically be places for people to post spells as they come up with them. (I’ll be rewatching the whole show to mine for ideas.) So that is one collaborative project we can do. If you don’t like the idea of “spells” then you don’t have to contribute to that, but it’s an idea that appeals to me so I’m going to run with it. (I guess I’ll keep calling them spells for now—a better term may come up eventually, but for now this gives it the right feel.)
What do you think?
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Post by Ronin84 on Jan 27, 2010 9:19:58 GMT -5
So here’s what I’m thinking: I’ll open up a board dedicated to developing Star Trek rules based directly on old-school D&D. This would obviously include Finarvyn’s work, as well as Alex’s MinTrek and any other complete versions or additions anyone wants to post. There, I’ll start a “Science Spells” thread and a “Medical Spells” thread and an “Engineering Spells” thread, which will basically be places for people to post spells as they come up with them. (I’ll be rewatching the whole show to mine for ideas.) So that is one collaborative project we can do. If you don’t like the idea of “spells” then you don’t have to contribute to that, but it’s an idea that appeals to me so I’m going to run with it. (I guess I’ll keep calling them spells for now—a better term may come up eventually, but for now this gives it the right feel.) What do you think? I was trying to come up with a different name for "spells" this is what I have come up with so far: Applications Techniques Talents When I come up with more I will post.
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Post by finarvyn on Jan 27, 2010 10:13:03 GMT -5
Feats? ;D
(Ducks quickly before he's hit with stray phaser fire!)
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Post by Ronin84 on Jan 27, 2010 10:22:12 GMT -5
Feats? ;D (Ducks quickly before he's hit with stray phaser fire!) "Why I outta...." I felt bad about putting talents down!!
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Post by slortar on Jan 27, 2010 10:22:56 GMT -5
I like "Techniques". Or maybe call them "Special Techniques" or, just "Tech" for short.
Or you could call them different things for different classes.
Yellow shirts might get "Orders". Red and Blue shirts get "Tech".
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Post by Ronin84 on Jan 27, 2010 10:53:35 GMT -5
Yellow shirts get Commands
Blue shirts get Techniques
Red Shirts get Orders
Still a work in progress...
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Post by slortar on Jan 27, 2010 11:08:40 GMT -5
Nice.
Security = "Tactics" or maybe just "Maneuvers"? Or just stick with "Orders"...hmmm...now I'm going to have to start dreaming up spells.
Do you think they'll have levels or just come in a single list?
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Post by Ronin84 on Jan 27, 2010 11:42:53 GMT -5
Nice. Security = "Tactics" or maybe just "Maneuvers"? Or just stick with "Orders"...hmmm...now I'm going to have to start dreaming up spells. Do you think they'll have levels or just come in a single list? I thought about tactics but since red also covers the support part of the ship, I thought orders might still be ok. I was thinking about a single list but...still not sure.
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