Starship combat:
Starship combat:
Think I figured out one way to get players on board with thinking about the ship. Make the ship's stats dependent on the skills of the crew.
Physical Defense is dependent on the pilot's skill.
Electronic Defense is dependent on the highest computer or related tech skill in the party.
Hit Points are dependent on the highest engineering/repair skill in the party.
Think I figured out one way to get players on board with thinking about the ship. Make the ship's stats dependent on the skills of the crew.
Physical Defense is dependent on the pilot's skill.
Electronic Defense is dependent on the highest computer or related tech skill in the party.
Hit Points are dependent on the highest engineering/repair skill in the party.
Casey Garske, I think the size of craft must be taken into account as well, where a large craft's Defense would not be a function of the Piloting, but rather a dispersed system profile (distributed systems and a strange profile), etc.
ReplyDeleteI'm going for strictly Millennium Falcon/Serenity style ships here. The mini-rpg I'm writing focuses on a single free-trader style ship and crew and I want the players to take appropriate skills.
ReplyDeleteCool. Thanks for the additional information. I'm looking forward to more details. :)
ReplyDeleteSounds a bit like like Diaspora.
ReplyDeleteReally? I actually bought that because it's available as an ebook. Maybe I should actually read it. :)
ReplyDeleteThere is a community on Google+, the developers are part of it. check it out.
ReplyDeleteProbably it should have some kind of modifiers too.
ReplyDelete