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Post by cyberpaladin85 on Dec 3, 2005 0:58:19 GMT -5
I just got this game today, and have mixed feelings about it. For a d20 product, it's pretty good, but then again, it is a d20 product; I feel d20 does a poor job with anything other than a fantasy medieval setting.
If we all ever meet up somewhere, I'd be happy to Game Master an adventure or two. That is, once I'm familiar with all the rules specific for this particular d20 product.
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Post by Binary the Great on Dec 3, 2005 3:08:10 GMT -5
*chuckles* From what I've seen amongst all the various d20 products, there's little changed between mechanics where it can be avoided.
Personally, I prefer the Jadeclaw/Ironclaw method for much of it, simply because it is better with determining where armor, ability to evade, ability to block, and ability to just eat damage affect protection.
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Post by Marcus Starkiller on Dec 5, 2005 21:29:49 GMT -5
Which one is it? I have several books for the new Star Wars RPG stuff by Wizards of the Coast.
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Post by cyberpaladin85 on Dec 5, 2005 21:46:15 GMT -5
Star Wars Roleplaying Game, Revised Core Rulebook, first printing, May 2002. Uses the d20 system by Wizards of the Coast.
Now I'm having the feeling that perhaps I should have asked for a more recent version, rather than pick up what they had immediately available.
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Post by Marcus Starkiller on Dec 5, 2005 21:47:09 GMT -5
I had send you a PM with the books I have.
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Post by cyberpaladin85 on Dec 5, 2005 22:00:16 GMT -5
I just read the PM. Thanks for sending it to me. Sorry if my response time is slow; I'm not feeling well right now, both physically and mentally.
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Post by Marcus Starkiller on Dec 5, 2005 22:07:17 GMT -5
Thats alright.
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Post by cyberpaladin85 on Dec 8, 2005 17:55:25 GMT -5
For various reasons, I have decided to try to create a homebrew version of a Star Wars RPG, putting aside the Rifts one. Said reasons?
1. Because I like Star Wars better than Rifts.
2. Because Star Wars should be easier to work with than Rifts, because Star Wars actually does TRY to work within reality.
3. Because there are far less things in Star Wars that offend me than in Rifts.
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Post by Marcus Starkiller on Dec 8, 2005 17:56:30 GMT -5
Sounds good.
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Post by cyberpaladin85 on Dec 8, 2005 18:01:29 GMT -5
Actually, the most important reason is that unlike Rifts, which apparently only I really know much about in depth here, we are all well versed in Star Wars, or at least have a basic understanding of it. In short, we would all know whats what in such a game.
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Post by Marcus Starkiller on Dec 8, 2005 18:42:58 GMT -5
Yep. What about have the game based on these boards in a way, as in furry Star Wars characters and such?
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Post by cyberpaladin85 on Dec 8, 2005 18:55:52 GMT -5
Hmm, that is a possibility; I suppose I can do that. But first things first, I need to get the core mechanics of the system together, before I do anything like that. That shouldn't be too difficult, as I have been working on said mechanic for about a year or two; I just happen to have it a bit scattered right now on various files. I should be done with that by the end of the weekend. After that's done, I can see about making it based on the board here. That would be quite awesome.
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Post by Marcus Starkiller on Dec 8, 2005 21:04:28 GMT -5
Yes it would be awesome.
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Post by cyberpaladin85 on Dec 9, 2005 17:51:32 GMT -5
Yesterday, I solved a major problem that had the potential to really bog down this project of mine; the multiple attacks per round from multiple people problem. What ended up solving this problem was basically a coincidence.
I had a maximum of ten actions/attacks per round from a single combatant/source, and a round that was ten seconds long. Basically, I divided the rounds into 10 one second phases; the number of actions/attacks per round determines which phase(s) you can activate in.
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Post by Marcus Starkiller on Dec 9, 2005 18:12:38 GMT -5
Very smart move.
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Post by cyberpaladin85 on Dec 10, 2005 23:06:47 GMT -5
One thing that never ceases to amaze me, is how many of the RPG's on the market basically water down the strength of the BIG, high-tech stuff, such as tanks, fighters, and more importantly, capital star ships. Not the case with my homebrew.
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Post by Binary the Great on Dec 11, 2005 5:15:39 GMT -5
I wonder, will your system allow for situations where more than ten weapons could be turned onto an enemy? Obviously, the forward firing arc of an Imperator would be rather sad if it could but fire tend weapons at a time (even if those weapons are batteries)...
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Post by cyberpaladin85 on Dec 11, 2005 15:22:39 GMT -5
Each individual turret, or battery of turrets if used to cut down on time and rolls, count as a single combatant/source.
For example, an Imperial Star Destroyer Mk. I, has (to my knowledge) 60 Turbolasers, 40 Point Defense Lasers, and 60 Ion Cannons, grouped into batteries of five weapons each. Each weapon, or battery of weapons if you want to cut down on time, may fire as many times as their crew allows in a single round. The Star Destroyer itself has its' own activations per round, independent of its' weapons.
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Post by cyberpaladin85 on Dec 15, 2005 17:14:29 GMT -5
By any chance, is there anything else you guys would like to see or have fixed in the homebrew version?
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Post by Marcus Starkiller on Dec 15, 2005 17:28:49 GMT -5
I am still very interested in seeing it. By the way, did the books arrive yet?
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