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Post by Core on Jan 27, 2014 12:23:00 GMT
I'm all for this we don't need to use percentages, ie a D100, like I was doing that just seemed the simplest and easiest way to wing it... also I'm a CoC vet sue me and yeah the simpler the 'system' the better as at times a GM just has to throw the dice out the window and focus on telling the story... random elements are really fun for something like this buuuuut when someone has a streak of rolling fumbles all day long it gets a little annoying
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Post by Deleted on Jan 27, 2014 20:41:29 GMT
FATE seems fairly easy to use - especially if you use their alternate d6 rules. Fate D6 Six-sided dice(d6) have a lot of advantages for gaming. They're easy to read, easy to count, stackable and, most importantly, when there's a need, they can be rummaged from a couple of old board games. They also can be used very easily - there's no need to explain what these funny plastic shapes are, or what them mean. Most people are already pretty comfortable with the idea of rolling a few dice and adding them together. Rather than rolling four Fudge dice and adding the value of the adjective, just roll the number of six-sided dice associated with the adjective. Legendary 7d Epic 6d Superb 5d Great 4d Good 3d Fair 2d Average 1d Mediocre Static Difficulties Difficulties are measured in steps of 5, with the goal being to roll a total that matches or exceeds the difficulty target number (TN). 1 - Negligible difficulty 20 - Daunting Tasks 5 - Simple tasks 25 - Staggering Tasks 10 - Challenging tasks 30 - Revolutionary tasks 15 - Difficult Tasks TL;DR Roll 1-5 d6, add them together. That's your result.
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Post by Deleted on Jan 28, 2014 20:41:13 GMT
Secondary idea -
Because our chars don't actually fly their ships and instead just sit in the big seat and yell catch phrases while everyone else does the work, maybe we should use separate stats for the ship? Would a ship have 7 stats? If there aren't more someone can think of, then maybe just give them one of each ranking.
Offense Defense Sensors Speed ? ? ?
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Post by Core on Jan 29, 2014 0:10:33 GMT
taken a quick look at GUMSHOE rules from Ashen Stars and it's looking a little more complex than I'd like so FATE is probably better... plus as a fan of Westend games Starwars rpg I'm a sucker for rolling all those lovely D6 . BUT Gumshoe dose have one feature I really like and that is the idea of spending points to automatically pass a none combat task, thus allowing the players to throw the dice out at times and it also keeps the rng from effectively hijacking the flow of rpz as everyone in turn manages to roll an epic string of ones and we fail at everything... basically how this would work is lets say you are a superb scientist with a dice pool of 6d6 and you really needed to do SCIENCE! at some problem or the other, the person running things tells you it's a pretty hard task BUT it needs to get done and your luck has been terrible today so you instead 'spend' lets say 3 of your 6 dice to pass this test automatically but for the rest of the story that person only has a dice pool of 3 as they have used up their a good chunk of their science mojo for the rest of the episode, how many dice it would cost is easy basically just make it one per difficulty level so 1 to automatically pass a simple task and say 6 for the uber hard tasks, and naturally whoever is running stuff is the final arbiter of if it is allowed on a roll or not. anyway not sure how peeps feel about that so thoughts comments?
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Post by Core on Jan 29, 2014 0:29:07 GMT
as for ship stats probably, accuracy, firepower, helm, shields, sensors, deflector dish, warp/singularity core, hull strength,
you could for simplicity roll some of those together say accuracy and fire power into one and shields/hulls into another, maybe tactical and defenses? I'd keep 'helm' separate however as the epic durability of something like an Odyssey is total different thing to the speed and agility of a Defiant, like wise sensors and deflectors could be lumped together as SCIENCE but maybe better separate as just cos your ship is good at finding cloaked ships doesn't necessarily follow that it would also be awesome at using a focused tachyon beam to reverse the polarity of the neutron flow and thus save the day, finally warpcore should be it's own thing is the power output of something like a cruiser is way more than a science ship.
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Post by Deleted on Jan 29, 2014 0:45:28 GMT
So say maybe
Offense Defense Sensors Power Stealth Speed Maneuverability Utility (for special things like tachyon or tractor beams) ?
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Post by Core on Jan 29, 2014 1:26:56 GMT
not sure stealth really needs to be a skill, cloaking devices are really easily quantified ether ship doesn't have one, has a basic one or has a battle one I'd see a cloak more as a special move you can play for effect like when Kover pulled out her Armitages torpedo spam attack, same with stuff like fighters and saucer separation, also 'speed' would be under warp power really if you mean max warp speed or maneuverability if you mean impulse speed
I'd go for Offense Defense Maneuverability Warp Power Sensors Utility
six skills keeps it small and streamlined, I'd aim for these stats to basically be as self explanatory as possibly and something that can be written up by someone inside of 5 min... 10 at tops
ofc now we need to decide on the ground stats a captain has ;P maybe some very very basic rules for traits people can have like being a joined Trill or having empathic powers... again I'm talking real quick and basic here nothing complex
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Post by Deleted on Jan 29, 2014 2:39:52 GMT
thought we already handled ground stats? just the generic FATE stuff. Also speed cause everyone likes to say "I've got the fastest ship in the fleet" - it lets people actually assign a priority to it, since by VA your warp core is so ridiculous its not really valid for measuring such things. Stealth cause while some ships have cloak, federation ones still have signature masking and what not (its a skill!) Also its more than 7 skills, and the FATE skill set up is for 7. So it allows people to decide what their ship actually can't do.
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Post by Core on Jan 29, 2014 3:37:54 GMT
yeah I know but as Tess said we can make that list more applicable to trek also possibly shift the rules around a bit, the way it is is fine but I prefer to just having a guide line of say x number of dice to spread out as I wish so I could be more of a jack of all trades master of none or be great at two things and suck at most others *shrug* but we will see how things look... also the list of skills could be shorter in my mind this is meant to be simple and fast.
aaaand speed don't work that way in trek really, most starfleet ships can hit the theoretical trans warp threshold of warp 10, it's more a matter of maintaining that speed once you get there and that is all about your warp power output, plus I'm also against 'speed' as a skill cos sure Edzya's ship can hold warp 10 for a loooong time but at impulse escorts and sci ships would run rings around her.
Also hate to disillusion anyone in the fleet about this fact but trust me it's Lezori who has the fastest ship as far as warp goes, there are IC reason why that is and if anyone wants to argue the fact OCC she has maxed out drive coil, is a warp theorist, has borg transwarp engines AND to cap it all off the Vesta class gets a console set bonus which allows them to maneuver far better at transwarp than any other ship ;p her cursing warp speed is 20.93 jumping up to 43.05 with the slipstream drive activated and thanks to the Vesta class she can even turn... slowly but still she can turn if anyone wants to put in the effort to match all that she will happily share the crow.
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Post by Deleted on Jan 29, 2014 6:37:27 GMT
yeah I know but as Tess said we can make that list more applicable to trek also possibly shift the rules around a bit, the way it is is fine but I prefer to just having a guide line of say x number of dice to spread out as I wish so I could be more of a jack of all trades master of none or be great at two things and suck at most others *shrug* but we will see how things look... also the list of skills could be shorter in my mind this is meant to be simple and fast. didn't cover it but that's actually covered in normal FATE rules. you have your spread (1 superb, 2 great, 3 good, 4 fair). you can trade 1 higher ranking skill for two of the next lvl down. so you could go 0 sup, 4 great, 3 good, 4 fair if you so chose. etc. im not going to deal with the rest of your post cause that goes into the whole ridiculous part i already mentioned.
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Post by Core on Jan 29, 2014 15:27:27 GMT
im not going to deal with the rest of your post cause that goes into the whole ridiculous part i already mentioned. it's open to debate but still things like sensor masking in my mind would go under utility or sensors really depending on the approach you were taking
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Post by Core on Jan 29, 2014 16:36:25 GMT
BUT I don't want to give the idea that I want to remove specialization, I agree it's important for this system to let you make the character you want to make, my idea is more of having a core set of skills that everyone would have even if it's only at 1d and then allowing people to put any left over dice in whatever supporting skill they can come up with thus removing the need for an exhaustively long list of skills that just breeds people wanting everything on it. Basically it would be a case of this is my basic character and she is good at x,y,z on top of that
For example someone decides that their character is good at tactical stuff with maybe a rating of 4d BUT is awesome with a certain weapon so they put a couple of dice in a skill based around the weapon... now if it comes up in play you add those dice together and you skill with say a phaser is only 4d but give you a Vulcan Lipra and you have a pool of 6. That way all we would need is a basic set of skills and not a long list that includes every weapon someone might want to be good at.
Or perhaps again the basic set of skills but like in WoD you can take a number of specialization say like three or something like that and when those come up you get a sizable bonus.
ultimately it's still something I'm thinking over
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Post by tess on Jan 29, 2014 19:15:12 GMT
This escalated from "Let's come up with a fun system for dice rolling to help out with RPs" to "Let's design our own Star Trek PnP game" rather quickly.
I just want to voice my opinion that I am not interested in specializations, different dice rolls for different skills, To hit rolls or what have you.
I liked the idea of a very basic (basic!) set of stats, like...4 or 5 stats to determine what people do well. And that's it. I don't have any interest in memorizing a whole new set of rules just so I can RP in an MMO. That's not why I enjoy MMO RP, it's actually the opposite of why I enjoy MMO RP.
Basically, I like the idea of skill rolls because it gives the player a sense of uncertainty in the RP, that there might be a chance that what they are doing would just as likely fail as succeed. We can easily replicate this through our method of story telling.
Sersi brings up a decent point that Alys could just as easily performed the medical stuff with the "flat rolls" system, but we can simply say "Alys: You are not a doctor, you are not allowed to roll for medical procedures."
My issue with the stat sheets, specialization and such is that it leads to people being Rule Nazis about things, and can lead to pissing contests about who is better as what.
I like the idea of a SIMPLE set of rules to help with RP, but I'm wary that this may change into something that supplants the RP altogether, and I would like to spend more of our time and effort trying to come up with new stories and new RP rather than a complex set of rules to tell those stories with
Sorry for the rant here, it was a good idea but I don't want things to get needlessly complicated. :/
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Post by Deleted on Jan 29, 2014 19:38:42 GMT
very true. I've dropped all the info I can. the powers that be can go over the rest as they see fit
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Post by Core on Jan 29, 2014 20:21:35 GMT
at the moment this is just planning, nothings is being finalized, hell there is still room to just throw all this out the window and keep with what we were doing with the percentages rolls and peeps will just have to trust that we are giving them bonuses
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