Stan Shinn
SOC-10
I'm running a Classic Traveller game at a convention this summer and want to keep things simple for the players. I also love how Fate RPG and Cortex Plus/Firefly treat ships as characters in terms of mechanics.
Here's the challenge: using Classic Traveller as a base, design a simple system that treats ships as Characters and has a few simple rules for weapons, damage, and hazards. I have no monetary reward for this challenge but I will be grateful and pleased to see what folks come up with!
Some ramblings to get this started:
Perhaps Strength, Dexterity and Endurance get replaced by Engines, Hull, and Systems.
Attacks and armor could emulate pistols and rifles.
I'd want to simulate the effects of 1) Gravity Tides / Gravity Shear, 2) X-Ray bursts and 3) Asteroid collisions. Damage from these would go to the ship and/or on the characters within the ship and would be considered a type of weapon attacks. Perhaps the damage first is applied as damage to the hull.
'Healing' rules for characters would be replaced by some sort of repair skill check, with ramifications if a skill check goes bad.
Lastly, I would like to emulate a situation like an attack by a 'Space Kraken' on the ship, and I'm thinking it's a standard animal making an attack on the ship as if the ship is a character.
In terms of building a ship, here's an example of something I created for a d20 system for my one sheet game '1974 Style RPG': https://drive.google.com/file/d/0Byr-i7lu1I5IMklKZFBqQnpKZG8/view?usp=sharing
Anyway, love to hear your thoughts and how we can keep the mechanics simple to do something like this
Here's the challenge: using Classic Traveller as a base, design a simple system that treats ships as Characters and has a few simple rules for weapons, damage, and hazards. I have no monetary reward for this challenge but I will be grateful and pleased to see what folks come up with!
Some ramblings to get this started:
Perhaps Strength, Dexterity and Endurance get replaced by Engines, Hull, and Systems.
Attacks and armor could emulate pistols and rifles.
I'd want to simulate the effects of 1) Gravity Tides / Gravity Shear, 2) X-Ray bursts and 3) Asteroid collisions. Damage from these would go to the ship and/or on the characters within the ship and would be considered a type of weapon attacks. Perhaps the damage first is applied as damage to the hull.
'Healing' rules for characters would be replaced by some sort of repair skill check, with ramifications if a skill check goes bad.
Lastly, I would like to emulate a situation like an attack by a 'Space Kraken' on the ship, and I'm thinking it's a standard animal making an attack on the ship as if the ship is a character.
In terms of building a ship, here's an example of something I created for a d20 system for my one sheet game '1974 Style RPG': https://drive.google.com/file/d/0Byr-i7lu1I5IMklKZFBqQnpKZG8/view?usp=sharing
Excerpt:
SPACESHIPS
Treat spaceships like a PC or monster stats except HD are not included in dice rolls.
A basic ship hull costs 100,000 Credits (HP 10, AC 10, MV 12, with no attacks) and includes basic features such as propulsion, life support and sensors. Spend an additional 50,000 Credits to gain 10 points to upgrade a ship. Each point spent on armor modifies stats by +1 AC, +10 HP, -1 damage taken and -1 MV. Upgrading MV by +1 takes one point , with MV maxing out at 12. Atmospheric flight capabilities takes one point.
Adding a shuttle bay takes one point. Each weapon system is a separate purchase and costs 10 points. Treat move and damage at ‘space scale’. Each MV point allows a space ship to move one 'space unit' (a hex or square) per day on a space map.
Anyway, love to hear your thoughts and how we can keep the mechanics simple to do something like this
