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Yes,Yes, Yes! You get it! Atgxtg you are my new hero!
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__________________ Joseph Paul "Nothing partys like a rental" explains the enduring popularity of prostitution.
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As for the Universe RPG, I'm afraid that's a definite hole in my library. |
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IN CODA, you would decide on the SIZE of a ship, and that would determine how many SPACES that it had for components and systems. Some components had fixed costs, and some would have costs based on the SIZE of the ship. There were also some restrictions, like what engines can go on what SIZED ship. It had a few nice ideas. For example, power allocation, a hold over from the Star Trek computer and war games, was eliminated. Instead ship' s systems had a reliability rating and every 5 points (that's 5 points Starship Scale) of damage the ship took, caused a random system to drop a level on reliability. Each drop would have an effect, like weapons becoming harder to aim or doing reduced damage, and enough hits could take a system out. Overall the design system was fairly simply, and not a bad model for BRP. I've toyed around a little with the idea. My idea is to make it compatible with scaling and the vehicle design stuff I started. Hopefully, that would let people go into more detail if they wanted to, but not force them into it when they don't have to. So that's the theory. Translating that into BRP and having all the values be internally consist with each other and the rest of the game is something else. Doing it all without the final version of BRP will all the footnotes, corrections and missing data is virtually impossible. I can only bring some things so far, and will have to adjust other things as new info becomes available.
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Got Puppet? |
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You can scrap making it consistent with the rest of the game. The game stats for vehicles are not consistent in themselves already. A vehicles or SF supplement would be the way to go with people overwriting the inconsistent material already published.
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__________________ Joseph Paul "Nothing partys like a rental" explains the enduring popularity of prostitution.
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As it stands now, you can write up most real world vehicles in game terms in a couple of minutes. Or design something from scratch in a little longer. If you want I can send you a copt of the current "quick write up" rules for vehicles. A few people have tried it, and it has held up fairly well so far. I even got a decent batmobile out of it. What I am hping to do is to make the spaceship rules combatable with my design rules. So far, it has worked. Just that I need to get the scaling down. A Space:1999 Eagle works out fine with the vehicles rules, but is a small enough ship (estimated SIZ109) that it can stay at PC scale. Something like the Galaxy-class Starship from Star Trek (estimated SIZ 29,032) might benefit from a 100:1 or even a 1000:1 scale. Something like 29 kilo-SIZ points (kSIZ) might be a way to scale it without scaling. For instance, if a Type X phaser did 1D10kilo-Damage points it would be easy to use and on character scale. The trouble area would be things like starfighters and shuttlecraft. Small enough for normal scale, yet in some settings capable of hurting big ships. Probably just need to tweak the special or critical hit rules to let then to 1kHit Point against bit ships as long as they can do a certain minimum. So X-Wings can "damage" Star Destroyers. That's the direction I'm heading towards. It certainly isn't the only option, but seems like a good way to keep everything internally consistent, and doesn't require rewriting the BRP core rules.
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Got Puppet? |
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I would most certainly like to see your efforts. if you could E-mail them to the addy in my profile please?
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__________________ Joseph Paul "Nothing partys like a rental" explains the enduring popularity of prostitution.
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