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Topic:
Alternate starfighter stats idea for D20
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dizfactor
Registered:
Aug '02
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Date Posted:
3/3/07 4:56pm
Subject:
Alternate starfighter stats idea for D20
- Date Edited:
3/3/07 4:59pm (2 edits total)
Edited By:
dizfactor
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You know how D20 creatures have levels in creature types (e.g. Predator 4). I was thinking that it might be a really good idea to make starship stats modular and use a class/level system for them, too.
Different "ship classes" would be available for different types of ship. For example, starfighters might have access to classes like Interceptor, Assault Fighter, Bomber, Recon, while space transports might have access to Freighter, Yacht, Courier, Gunship, etc.
A given stock model of a ship would have certain generic stats. A standard X-Wing might be Assault Fighter 1/Interceptor 2 or something, whereas a TIE Interceptor would be Interceptor 3, and the B-Wing might be Assault Fighter 3/Bomber 1. Variant models would have different level builds. A Recon variant fighter would substitute a level of Recon for Interceptor or what-have-you.
Each class would have a Fire Control progression (think BAB), a Defense progression, a Maneuverability bonus to Pilot checks, a Speed level, weapon emplacement points, and Hull points, as well as providing access to special class features and Ship Feats. Hyperdrive modifiers might be worked in there somewhere.
Most ships, most of the time, would be pretty much fixed in level, but they could be "levelled up" with upgrades and overhauls, represented by an investment of time, money, and skill. Instead of XP determining level, level would be determined by some combination of cost (the primary factor) + Craft (starships) DCs. In other words, the better you are at designing ships, the better you are at coaxing higher performance standards out of lower costs. However, even so, it would probably be cost-prohibitive to mass-manufacture ships which were higher level than, say, 5, but custom ships might go all the way to 10. A stock YT-1300 might be Freighter 2, but the Millenium Falcon might be Freighter 4/Courier 4/Gunship 2.
What do you think?
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FlareStorm
Registered:
Nov '00
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Date Posted:
3/3/07 5:40pm
Subject:
RE: Alternate starfighter stats idea for D20
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Wow, thats a really cool idea. It would be interesting to see written out and if it worked in playtesting.
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ElfWord
Registered:
Nov '05
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Date Posted:
3/4/07 11:15am
Subject:
RE: Alternate starfighter stats idea for D20
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I don't think we've really seen this in actual Star Wars though. Starfighters, for example. Luke's X-wing isn't any better than any other X-wing of the same type. Almost no starfighter is significantly different from others of the same model.
I also think a level system would make ship stats less modular than they are now, not more. With the normal system, every component from fire-control equipment to armor points are independent and unrelated. With a level system you'll be tying them together in a specific progression, and while you could switch from one level to another, you still couldn't alter just one part of the progression unless you had enough classes to make every variable independent. And that would be a huge headache.
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
3/4/07 2:02pm
Subject:
RE: Alternate starfighter stats idea for D20
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It's an interesting idea, but vehicles don't really gain experience levels (I suppose the ship's computer could learn from experience, but not the ship itself).
I suppose you could say something like
Lvl 2 Dex, Lvl 4 speed, lvl 1 weapons, etc...
Seems a little strange, though.
One other note about ship's computers: somewhere in the D6 system, I vaguely remember a rule that states that if you don't wipe the memory of the X-wing and the Astromech on a regular basis, they start to develop a shorthand which gives them a bonus, but then they don't perform as well with other droids or ships.
Don't know if D20 incorporated that or not.
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Jedi_Matt
Registered:
Jul '02
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Date Posted:
3/7/07 1:20pm
Subject:
RE: Alternate starfighter stats idea for D20
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I think you're missing the point slightly...
He isn't talking about the ships gaining experience, but as the ships are worked on by their owners, their level increases. So you're right, Luke's X-wing would be the same level as any other x-wing, because it's a stock ship.
The restriction on level is down to cost and size, not experience at all.
Buy a higher level ship, have a higher standard of systems (fire control, maneuverability, et al)
Good idea Diz!
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
3/13/07 1:28pm
Subject:
RE: Alternate starfighter stats idea for D20
- Date Edited:
3/13/07 1:32pm (1 edits total)
Edited By:
Koohii
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Here's an idea:
A-Wing: Starfighter LVL 2, Dog-Fighter LVL 3
B-Wing: Capital Lvl 1, Bomber LVL3
X-Wing: Starfighter LVL 4
Y-WIng: Starfighter LVL 2, Bomber LVL2
Z95 Headhunter: Starfighter lvl 1, Dog-Fighter LVL 2
TIE: Starfighter LVL 3
TIE Bomber: Starfighter LVL1, Bomber LVL 2
TIE Advanced Starfighter LVL 3, Dog-fighter LVL1
TIE Intercepter Dog-Fighter LVL 4
TIE Defender: Starfighter LVL 1, Dogfighter LVL4
Skipray Blastboat: Captial LVL 2, Starfighter LVL2
YT 1300: LVL 3 Freightor
Ghtrok: LVL 2 Freightor
Millenium Falcon: LVL 4 Freightor, LVL 3 Starfighter
Correlian Corvette: LVL 5 Capital
Star Destroyer: LVL 8 Capital, LVL 2 carrier
Super Star Destroyer: LVL 12 Capital, LVL 4 Carrier
What the levels mean:
Bomber: carries a payload of heavy weapons with advanced targeting for bombs & torpedoes. +2 per level for targeting, +5 torpedoes/missiles available per level.
Capital: able to damage capital ships with all weaponry. +5 damage to all starfighters per 2 levels
Carrier: Carries 3 wings of fighters per level. Can be used to carry other equipment as well.
Dog-fighter: Highly maneuverable for starfighter combat. +3 maneuvering for dodging incoming fire.
Freightor: +4 cargo capacity per level. Can only take 1 other class to reflect upgrades & customization. "I've made some special modifications all of my own."
Starfighter: +2 to weapon damage per level. +1 damage resistance per level. +1 Maneuverability/dodging per level
Bear in mind I haven't really play-tested any of this, nor expanded it to include prequel-era or post RotJ stuff.
Suggestions/modifications?
Maybe some feats for these? Or is that making the whole thing too complicated?
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JoinTheSchwarz
Registered:
Nov '02
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Date Posted:
3/13/07 2:44pm
Subject:
RE: Alternate starfighter stats idea for D20
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Excellent idea, Diz.
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
3/22/07 1:09pm
Subject:
RE: Alternate starfighter stats idea for D20
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Suppose there should be feats, like "extra fighters" for capital ships
Also feats for: Hyperdrive, Astromech assistant, Shields, ECM package, Secret Compartments, Improved Evasion, Cloaking Device, Advanced Hyperdrive, and Super Hyperdrive (Millenium Falcon)
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JoinTheSchwarz
Registered:
Nov '02
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Date Posted:
3/22/07 2:04pm
Subject:
RE: Alternate starfighter stats idea for D20
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I can see a Sun Crusher prestige class.
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
3/22/07 3:18pm
Subject:
RE: Alternate starfighter stats idea for D20
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Sun Crusher: Captial LVL 4, Starfighter LVL2, Bomber LVL5
Feats: Planetary Weapons (SunCrusher Torpedoes(tm)), Stealth, Hyperdrive
Death Star: Capital LVL 12, Carrier LVL4
Feats: Planetary Scale, Planetary Weapons (Superlaser), Hyperdrive, Extra Carrier Capacity
DSII: Capital LVL15, Carrier LVL5
Feats: Planetary Scale, Planetary Weapons (Superlaser), Hyperdrive Extra Carrier Capacity
Interdictor Cruiser: Capital LVL 9, Carrier LVL3
Feats: Planetary Weapons (gravity well projectors)
Feat: Extra Carrier Capacity
Prereqs: LVL 3 Carrier, Capital Ship LVL 4
Description: Can carry twice as many fighter squadrons per carrier level
Feat: Planetary Scale
Prereq: has to be bloody smeggin' huge
Description: Most planetary bodies are too large to move or effectively dodge. Most of them lack drive systems. This makes them easy targets. On the flip side, they are so large it is difficult to effectively damage most of them without extremely large & powerful weapons (or stupid design flaws). They tend to make great planetary bases, homeworlds, shoreleave, and things to hide behind. They can also be used for restocking natural supplies. Just be sure to scan the atmosphere first before inhaling toxic gasses or discovering that the planet has no air to breathe.
Feat: Planetary Scale Weaponry
Prereq: lvl 10+, Capital Scale, Capital Scale Weaponry
Description: Vessel has the power to affect planetary-scale damage with one or more weapons. Weapons can effect smaller objects, with increased damage class, but with penalties to hit.
IE: The Sun Crusher, a capital ship wants to fire a stellar detonator at an X-Wing pilot who ejected and is floating in a Vaccsuit. Because of the vast difference in size, there is a -15 penalty to hit the target. However, a successful hit will cause the human the normal 15D10 planetary damage, plus 4 additional damage levels. (OK, so the guy writing this knows squat about the d20 system. Hopefully someone out there can figure out what he's trying to say. What's 4 levels worse than 15d10?)
IE2: The Death Star wants to fire its superlaser at a moderate-sized asteroid. The laser is firing at a mass about the size of Alaska, so we'll make it Capital Scale. The Death Star has the Feat "Planetary Scale", so it is actually shooting at something slightly smaller. There is a -5 penalty, but since the asteroid isn't actively dodging, the targeting crew combining all their actions and modifiers only has to roll a 6+range modifiers. The damage will be 10D10 upped by one damage level. The Death Star could settle for opening up with all the capital-scale turbolasers in the appropriate firing arc, but the range would be much lower, and the results less spectacular. Besides, where's the fun?
IE3: THe Sun Crusher has found a star that offends its aesthetic sense. It fires a SunCrusher Torpedo(tm) into the star and blows it to pieces. Most stars only have 50WP (Planetary Scale). 15D10 is usually enough to toast the target. The Star fails to dodge.
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JoinTheSchwarz
Registered:
Nov '02
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Date Posted:
3/22/07 6:05pm
Subject:
RE: Alternate starfighter stats idea for D20
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It would probably be easier with just three classes (Starfighter, Transport and Capital). The differences between, say, Interceptors and Bombers would fall in their "stats" and different arrays of feats.
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
3/22/07 10:51pm
Subject:
RE: Alternate starfighter stats idea for D20
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True.
You could always make the others prestige classes.
Or stick with the WEG D6 system.
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dizfactor
Registered:
Aug '02
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Date Posted:
4/23/07 1:15pm
Subject:
RE: Alternate starfighter stats idea for D20
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JoinTheSchwarz posted: It would probably be easier with just three classes (Starfighter, Transport and Capital). The differences between, say, Interceptors and Bombers would fall in their "stats" and different arrays of feats.
The talent trees from Saga Edition might be helpful here...
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"Play is going to be for the 21st century what steam was to the 19th century." Julian Dibbell "You gotta love an elite killing force that you can fool by putting on a hat." Gryph
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