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Best Ship Combat in non-ship focused RPG?

Started by Shrieking Banshee, June 02, 2020, 05:46:55 PM

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Chris24601

Quote from: S'mon;1132550I want to concur with this - I've not actually run a Star Trek game, but I ran a ton of D6 Star Wars and this fits my experience. And I was working recently on converting the Lucanii Drift campaign (for Starships & Spacemen, a Star Trek homage) to D6/Mini-Six, I was statting up the hero ship and I too noticed that the D6 System seemed to fit Star Trek physics a lot better than Star Wars physics!
If you'd like, I still have all my notes from my D6 Star Trek campaign (converted from LUG Star Trek). I can probably compile them into a PDF and put it on my google drive if you're interested.

Of note were that, per the suggestions of the generic D6 system rules, I changed the attributes from those in Star Wars to ones I felt were appropriate for a Star Trek campaign (ex. Star Trek places much more emphasis on resolving conflicts through logic, observation, persuasion and technical skill, etc. while physicality generally falls into either "really good at it" for whatever reason (i.e. Dax is lighter of frame but quicker while Worf has more muscle mass but is not as quick) or "average ability."

As such my set of stats only has ONE physical attribute (Fitness; with skills that can emphasize specializations like lifting, acrobatics, etc.) but FIVE mental stats (Logic, Mechanical, Perception, Presence, and Technical) to reflect the differing aptitudes of Starfleet Officers that would not be as obvious if you lumped all but Presence under a general Intelligence stat.

This also served to balance out the skill list a bit as WAY too many fell under Knowledge or Technical when using the default D6 Star Wars attributes while Strength and Dexterity were really shortchanged by comparison, but the attributes above balanced things out nicely.

I also have species attribute ranges and mechanics for Psychic abilities (since those crop up rather often in Star Trek) along with several ships already converted and my notes on how to convert any other ships from LUG's free Spacedock supplement (that they released into the wild near the end of their run after Paramount refused to renew the licence) to the D6 mechanics.

Philotomy Jurament

Original D&D has specific rules for naval combat in Volume 3: The Underworld and Wilderness Adventures (which were carried over/revised in 1e AD&D as well), including vessels and movement, wind force/direction, suggested scale for minis, missile fire, ramming, shearing off oars, grappling, boarding, melee, command & control, swimming/drowning, ship capture/morale, and special rules for various monsters. If the battle is smaller in scale you can use normal D&D melee rules, or for larger scale battles with a lot of men you could use a rule similar to Chainmail where one hit kills a 0-level type (just to keep bookkeeping to a minimum and speed up play). Those rules work fine for me.
The problem is not that power corrupts, but that the corruptible are irresistibly drawn to the pursuit of power. Tu ne cede malis, sed contra audentior ito.

S'mon

Quote from: Chris24601;1132585If you'd like, I still have all my notes from my D6 Star Trek campaign (converted from LUG Star Trek). I can probably compile them into a PDF and put it on my google drive if you're interested.

Of note were that, per the suggestions of the generic D6 system rules, I changed the attributes from those in Star Wars to ones I felt were appropriate for a Star Trek campaign (ex. Star Trek places much more emphasis on resolving conflicts through logic, observation, persuasion and technical skill, etc. while physicality generally falls into either "really good at it" for whatever reason (i.e. Dax is lighter of frame but quicker while Worf has more muscle mass but is not as quick) or "average ability."

As such my set of stats only has ONE physical attribute (Fitness; with skills that can emphasize specializations like lifting, acrobatics, etc.) but FIVE mental stats (Logic, Mechanical, Perception, Presence, and Technical) to reflect the differing aptitudes of Starfleet Officers that would not be as obvious if you lumped all but Presence under a general Intelligence stat.

This also served to balance out the skill list a bit as WAY too many fell under Knowledge or Technical when using the default D6 Star Wars attributes while Strength and Dexterity were really shortchanged by comparison, but the attributes above balanced things out nicely.

I also have species attribute ranges and mechanics for Psychic abilities (since those crop up rather often in Star Trek) along with several ships already converted and my notes on how to convert any other ships from LUG's free Spacedock supplement (that they released into the wild near the end of their run after Paramount refused to renew the licence) to the D6 mechanics.

Sounds great!

Chris24601

Quote from: S'mon;1132609Sounds great!
Just an update so this doesn't fall off the first page; apparently I had a LOT more notes than I remembered and a lot of them were written in such a way that they make sense to me, but need a short explanation for it to not be gibberish. So it's coming, but due to my work schedule needs about another day to finish up.

Charon's Little Helper

I'm going to toot my own horn, because I'm extremely happy with how starship combat works in the "swashbuckling space western" games that I'm working on, Space Dogs. My avatar to the left is actually an iconic character from the system which I commissioned.(https://www.dropbox.com/sh/y1ew2wf5u1m7kc3/AAD_q3oS1xcdAI_-F2mKmmkya?dl=0 )

Basically, starship combat is extremely streamlined, and boarding is designed to be the alpha tactic for PCs to get the action back to the infantry/mecha level ASAP. Each round of starship level combat takes 5 minutes, while infantry/mecha level is 3 seconds each round, so you potentially have time to board and do some major damage before the next starship combat round starts.

That, and I have a good fluff excuse for starship combat to be largely 2-d, because in-system propulsion is done via gravity engines which work by pushing/pulling at gravity wells such as stars and planets, so it's much slower to not be in the plane of the star-system.

I'm still tweaking it, as designing the starships themselves is pretty much the last thing to do, and I've just started. Though really, the starship layouts are at least as important as their weapons/defenses etc, since they will generally end up as the location for running battles.

Chris24601

Quote from: S'mon;1132609Sounds great!

And here are all my compiled notes for D6 Star Trek in PDF format. Its got a number of example ships and the conversion rules I came up with convert stats from Steven Long's Spacedock supplement (available free from his site with permission from the publisher; link included in the PDF).

https://drive.google.com/file/d/1js42_6PXe1o8lKlFh_RL8N1JR-V9KDeM/view?usp=sharing

In addition to the Spacedock core book having its own very in-depth ship construction and operation rules and a series of supplemental pdfs covering just about every ship in Star Trek and then some, I also recommend his Dominion War Sourcebook (also free at the site) because it has the stats for Jem'Hadar, Breen and other vessels and really breaks down the war itself and the immediate aftermath.

The ship losses are HORRIFYING. Per the source material used for the supplement;

- The Federation began the Dominion War with 8800 vessels. By war's end they had just 4100 ship and 1400 of those had suffered heavy damage that would take months to years in dry dock to repair. Their fighting strength was reduced to just 39% of pre-war levels with commensurate losses of life and likely a decade or more before they could fully recovery.

- The Klingons began with 6500 vessels and ended it with 1350, but half of those were heavily damaged meaning their overall fighting strength was just 16% of pre-war levels. This was both due to the initials hits taken when the Dominion moved into Cardassian territory and the months during which the Breen's energy weapon left them the only navy able to engage the Dominion.

- The Romulans began with 7000 vessels and came out with 1500, two-thirds of which were heavily damaged for a post-war strength of just 14%. The Dominion hit them hard for their betrayal when they joined the Federation and Klingons against them.

- They still fared better the Cardassians who basically ceased to exist as a galactic power and what little fighting strength they had is now in the hands of warlords.

- The Breen entered late and withheld significant forces even when they did so lost comparatively little of their strength; with the diminished power of the other factions this makes them a significant threat going forward since no one expects them to honor the peace treaty for any longer than is beneficial to them.

Frankly, throw in the massive losses of Starfleet personnel and you've got a situation where officers are being rushed through the Academy on a one-year accelerated program and where people ranked as low as a Lieutenant might be given command of a smaller starship that's been rushed through production or refits to start rebuilding the Fleet.

When I ran the game I set it aboard an Intrepid-class starship; The USS Challenger (I chose the name because it both references a spacecraft used for peaceful exploration, but also a more militant attitude as I populated the ship with NPC crew members split on whether Starfleet should maintain its more military stance or return to its science and exploration roots).

Its ongoing mission, to render aid and assistance to planets along the old Cardassian Demilitarized Zone that had been left on their own since the start of the Dominion War... and with Starfleet spread thin they had only the resources of their lone ship to rely on in order to complete their missions.

The biggest thing I had to break the players of from all the D&D, Rifts, World of Darkness... was that they actually had an entire crew of 150 who were motivated to fulfill the same mission you were on and a ship's worth of resources that were just a communicator call and a transporter operation away.

The day that, without prompting, they encountered a problem where a specific type of sensor would aid their efforts and comm'd the ship to have one beamed down (along with a science officer well trained in its use) instead of their first instinct being to cannibalize the equipment they beamed down with to jury rig the sensor was the day they finally got into the spirit of the campaign.

HappyDaze

Quote from: Chris24601;1133476The biggest thing I had to break the players of from all the D&D, Rifts, World of Darkness... was that they actually had an entire crew of 150 who were motivated to fulfill the same mission you were on and a ship's worth of resources that were just a communicator call and a transporter operation away.
I had something like that issue when running Rogue Trader, but there the (relatively small, for the setting) ship the PCs were on had 25,000 crew!

Opaopajr

Quote from: lordmalachdrim;1132349I'm going to sound like a broken record at some point but Alternity (not the abomination from 2017 using that name), It was the last game released under TSR and it is a nice mix of class/level and skill based systems. There are things everyone can do during combat. Core book is solid. Spaceship supplement adds more options. Warships drops the entire space craft system that existed and creates a whole new construction system and turns it in to a tactical game for the commanding of fleets. Core/Spaceships keeps it limited to corvette and smaller ships.

I really need to look into Alternity more; we should make a topic about it.

I remember the line coming out when I was working at a game store, and it had some nice product put out. I was always curious about running it or Spelljammer -- possibly both with tours to Dark Sun and the like. Seems like it had potential and the sci-fi TTRPG community (that word! mwa ha ha!) was in more of a GURPS Vehicles headspace. Thanks for sharing your experience with this, helps me spend my time wisely among the glut of RPG systems. :)
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
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S'mon

#23
Quote from: Chris24601;1133476And here are all my compiled notes for D6 Star Trek in PDF format. Its got a number of example ships and the conversion rules I came up with convert stats from Steven Long's Spacedock supplement (available free from his site with permission from the publisher; link included in the PDF).

https://drive.google.com/file/d/1js42_6PXe1o8lKlFh_RL8N1JR-V9KDeM/view?usp=sharing

28 pages! Wow - many thanks!

Thinking about running The Lucanii Drift in the core Star Trek universe. Either during the Five Year Mission, or maybe in the Enterprise-C era - I loved Yesterday's Enterprise & Captain Rachel Garrett, Lt Richard Castillo, so I might even use the "C" and its crew.

Edit: Just ordered a novel 'Well of Souls' with Garrett as the lead, will see if it inspires. :)

Chris24601

Quote from: S'mon;113363728 pages! Wow - many thanks!
You're quite welcome. I took a LOT of notes while running that multi-year campaign; just about all of it (and some stuff I left off because it was non-canon stuff... like an entire species whose tech was Psionic-based that became the Big Bad of the series and prototype Federation starships designed to be bare-bones with simple boxy lines for rapid construction to cover the Post-Dominion War ship shortfall), but everything in that document came up at some point or another in the campaign.

QuoteThinking about running The Lucanii Drift in the core Star Trek universe. Either during the Five Year Mission, or maybe in the Enterprise-C era - I loved Yesterday's Enterprise & Captain Rachel Garrett, Lt Richard Castillo, so I might even use the "C" and its crew.
If you do the Five Year Mission era, one of the Spacedock books I linked to in the document has the stats for the Original Series-era vessels (including animated and the first six movies). In terms of the personal tech, just shave off the starship-scale settings off the weapons and remove the replicator and holographic-based items and you should be good to go.

Rhedyn

I like the more narrative focused Stars Without Number system where a hit could be converted to some sort of complication. It gives a very Star Trek feel that is pretty cool.

Solar Blades and Cosmic Spells starship combat is as cool as it's regular combat. Very OSR in it's flexibility but gives you enough "defined actions" to make rulings.

RPGPundit

Star Adventurer has starship combat rules that have been very well received!
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