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Post by Falconer on Apr 29, 2010 17:30:35 GMT -5
The Designer’s Edition adds some cool ships, but it adds a lot of new rules, as well. It claims the new ships are impossible without the new rules. How hard can it be to include the new ships without the new rules?
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Post by aramis on Apr 29, 2010 22:35:33 GMT -5
Depends...
You can fly using fusion beams as disruptors instead, and hellbores as photons, getting a reasonably balanced ship in the process, but losing a lot of flavor.
Gatling phaser (Ph-G) 0.25 power per shot, up to 4 shots per turn. (I don't remember if it's limited to 1 per impulse). fires as a Ph-3
ESG's, no. Nothing comparable. But if you replace with a gatling, you get similar combat potential. While hit on drone, ESG's are a defense system and very short range.
F,G,S (aka GII) plasmas: just need the damage table and the arming costs, and be aware that swivels can fire into any one of the three directions shown. Nothing else changes (Arming F113 G223 S224 R225; a commander's SSD will have the table). Oh, and the "2 turn F": tn a G, S, or R, 2-5 produces an F torp; at least 1 point has to be from battery, and it must be launched immediately.
Enveloping plasma: final turn costs double, damage is doubled, but is divided into 6 even chunks (1 per shield), weak shields take odd points)
Mauler: lotsa rules... easier to just not use these. Seriously... they are spinal weapons and each mauler ship has special rules.
ADD: direct fire anti-drone. Chart needed. No power. limited ammo (6 or 12 shot, by unit mounted on.)
Fighters and launch tubes: lots of special rules, but basically just arm charges just like heavies, but only in their own fighter box. Takes a deck crew a turn to transfer a charge to the fighter. Just fast mean shuttles with no cargo. if a fighter box has a fighter or charges in it, it generates another shuttle hit AND a random internal hit as an additional volley.
More drone types, but the mechanics don't change.
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Post by Falconer on Apr 29, 2010 23:13:47 GMT -5
That all sounds quite complicated. Are you sure you’re talking about Designer’s Edition?
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Post by aramis on Apr 30, 2010 1:08:02 GMT -5
DE + Expansions I, II, and III... yes. I missed the andro special technologies. I do lump all four items into the "edition", since I've played since DE....
I didn't include the stuff for Commander's Ed: Plasma Shotguns (load like an Enveloper, but get to fire a bunch of F's instead) PPD: fires over 4-8 impulses, requires the 32 impulse chart, hits 3 shields. All sorts of interactions of ESG's and everything else detailed out. Maulers have even more convoluted rules, and can shake ships apart. Trac/Reps, DisDevs, PA Panels: andro special tech completely rewritten from X-tech rules.
Truth is, the weapons are not that big a deal if you know the power cycle, and have the tables.
Captain's adds a dozen new weapons systems, too (Web Breaker, Shield Cracker, Web Caster, Web Snare, Warp Augmented Rail Gun and more). Plus the ability to bolt plasmas (does half damage for the range, but is a direct fire mode) just got to be way to bleeding much.
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Post by Falconer on Apr 30, 2010 8:16:46 GMT -5
Ah, okay. I don’t have any of the expansions.
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Post by finarvyn on May 5, 2010 13:02:25 GMT -5
The Designer’s Edition adds some cool ships, but it adds a lot of new rules, as well. It claims the new ships are impossible without the new rules. How hard can it be to include the new ships without the new rules? Personally, I don't think that it would be much of an issue. (Kind of like OD&D being so freeform, I think that OSFB could be treated the same way.) Basically, use the SSD's from the Designer's Edition along with your OSFB rules set. If a weapon isn't covered in OSFB, just make a guess. That's how I'd do it. (By the way, I found some of the other replies to be way too complex as well. To me, the whole point of rolling back the clock and going to older editions would be to get rid of the expansions and thin things down to a reasonable level. I wouldn't stress over the wacky details of the expansions, etc.)
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Post by Falconer on May 5, 2010 14:35:18 GMT -5
That’s the spirit! I’m just going to start with the original rules, and from there tweak it as I see fit! Who knows, it may be a completely different game at the end of the day!
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Post by putraack on May 5, 2010 19:56:57 GMT -5
The Designer’s Edition adds some cool ships, but it adds a lot of new rules, as well. It claims the new ships are impossible without the new rules. How hard can it be to include the new ships without the new rules? As long as you are not using empires that only appear in the expansions, you should be fine. Or ships that have "new" weapons that are not in your basic rules, it's no problem at all. Caveat: I never had the Pocket Edition, I started the game with Designer's.
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Post by finarvyn on May 8, 2010 17:44:17 GMT -5
And empires that appear in the expansions aren't "core" TOS anyway. Don't bother with 'em! If they aren't in the Starfleet Technical Manual or TOS Episodes they aren't "real" anyway....
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