Topic: d20-system Star Trek RPG  (Read 1384 times)

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Offline Commander Maxillius

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d20-system Star Trek RPG
« on: October 03, 2005, 01:00:36 am »
Who wants to help me/me in on an idea I just got while searching for a d20-based Star Trek RPG.  I didn't find any.  So my idea is to combine some rules from the d20 system with some from SFB to produce a game much faster (in terms of starship battles and hand-to-hand type combat) and deeper than either of the two alone.

So who's with me?


So far I've been looking at my dice and noting that some weapons in SFB/SFC mesh perfectly with my set (d8 photons, d6 disruptors, d4 PPD), also noting that seeking weapons will pretty much have to settle for a D20 to-hit roll with set damage, with energy weapons needing two rolls (d20 to-hit plus that weapon's die roll)

This system simplifys battle so much as movement, energy management and all the number crunching is concrned, but is replaced by time specifications on maneuvers and weapons firing.  Time is scaled to a set amount per turn (to be determined).

Ships and personnel are given hit points, and depending on the type of battle, hit points represent different amounts of damage.  Ship-to-ship battles are calculated using the familiar number of damage boxes on the SSD's, and combat between smaller units would split a ship hit box into 4 parts.  For example a Romulan PF engaging fighters would have 4 times as many hit points as it would against a ship due to the much more powerful weapons on the ship, and the way ship weapon damage is assigned,  This means that a PF's weapons also do 4 times the damage vs. fighters than they do against ships since PFs are typically loaded with ship-strength weapons.  If a weapon is specified as a fighter-type then it does the smaller amount of damage, regardless if it's mounted to a ship or fighter.  For instance, the Romulan Interceptor PF has (I think) 26 HP, so if it were to engage fighters it would have 26x4=104 HP.  In the same battle, if there is a ship in the fray, to make things simpler, one *could* calculate damage according to the ship scale and record damage accrued by fighters in 1/4's of HP.  Or the Ship's HP can be multiplied by 4.  Either way doesn't matter since SSD's can be modefied with 4 divided boxes per standard box.  Combat between marines divides hit-boxes into 4 again.  This simply means that if you were to fire a hand phaser at a ship, it would cause 1/16 the damage that a shipborne phaser would.

More ideas are welcome, and I'm specifically fishing for Stephen to join in since he still plays D&D once in a while so he might have an idea as to what I'm trying to do, but all are welcome with their ideas.
« Last Edit: October 03, 2005, 01:40:14 am by Maxillius NCC-13443 »
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Offline Commander Maxillius

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Re: d20-system Star Trek RPG
« Reply #1 on: October 03, 2005, 10:17:57 am »
My intent is to play the resulting game online with you guys so for now all our efforts are just for us, and yes I do intend there to be lots of role-play ;D


C'mon, it'll be fun :D
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Offline Commander Maxillius

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Re: d20-system Star Trek RPG
« Reply #2 on: October 03, 2005, 06:13:14 pm »
AAAAND  bump
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Offline Lepton

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Re: d20-system Star Trek RPG
« Reply #3 on: October 03, 2005, 07:24:57 pm »
Go the www.starfleetgames.com .  Click on link for Prime Directive and select the d20 system.  Must not have looked very hard as this is the only Trek RPG I have ever heard of.


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Offline Commander Maxillius

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Re: d20-system Star Trek RPG
« Reply #4 on: October 03, 2005, 07:40:23 pm »
oooo, that didn't come up on any searches lol


thanks :)
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