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Originally Posted by Enpeze
I think you are right. But one thing you forgot IMO: sensors. To "see" another ship or not is a matter of life and death in some space opera settings. This could be modelled like spot hidden skill or on the resistance table. (eg. sensor power 23 vs. ECM 20 or so)
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Sure, there are a lot of things I didn't include. Sensors are one of them.
It's easily covered by having a Sensors skill and resolving against a Stealth skill using whatever method is best.
Crew Quality could gives a boost/penalty to certain activities, individual crew members could have skills to use (The Communications Officer uses Sensors, the Weapons Officer uses Blaster, the Engineer controls Manouver, the Medical Officer controls Life Support and so on), High-Tech equipment could give boosts to certain skills as would the presence of AIs, Alien technology could give boosts as well.
You can make it as complicated as you want, to cover many eventualities, but it basically boils down to "Shoot, Dodge, Absorb Hit".
Ship design is more complicated. I'd treat ships as PCs, whether they are alive/intelligent or not. So, give ships SIZ, CON, INT (?), DEX, POW (?). I'm not sure if they need STR or CHA, but they might be useful, STR might indicate how much cargo a ship can carry. You could have a series of templates showing typical ships of certain classes and base your ship design on one of those or make up a new one. AP/HP might be called Hull Quality/Spaceworthiness, but you'd need something like this. Weapons, propulsion systems, power sources, battery stores, cargo holds, shuttlecraft and so on need to be included as well, so you'd need some way of limiting the number of things you can include in a ship, possibly based on SIZ. You'd need rules or guidelines on how to incorporate extra systems, alien technology, system upgrades and so on. But, it is easy enough to do and keeps well within the BRP ethos.
I'd hope to see something similar in any BRP SciFi/Space System.