Archive through April 11, 2006

Star Fleet Universe Discussion Board: Prime Directive RPG: NEW GAME SYSTEMS: D6 Prime Directive: Archive through April 11, 2006
By Darren Kehrer (Kehrer1701) on Saturday, March 18, 2006 - 05:41 pm: Edit

Perhaps tailor to both worlds: easy and teched up.
By providing options for non-detailed to detailed space combat.

By michael john campbell (Michaelcampbell) on Saturday, March 18, 2006 - 08:39 pm: Edit

Well GPD already did that with the ability to inject GPD characters into SFB resolution (and I suposse FC now (has anyone considered that?)) as well as the ability to use GURPS SPACE to resolve combat between starships.

The D6 ships to ship combat should be close to as fast paced as the Star Wars ship to ship combat but have a few ( but by no means all ) SFB affectations. It should feel like it's sorta kinda is an SFB baattle but mostly a D6 battle.

By Darren Kehrer (Kehrer1701) on Sunday, March 19, 2006 - 02:03 pm: Edit

Hey Steve,
Has the person working on this project, I think in the early stages, been able to view this forum?

By William F. Hostman (Aramis) on Monday, March 20, 2006 - 09:11 am: Edit

If it comes right down to it, my vote for shields would be for 6 separate codes, matching the normal SFB arcs, using a 3 boxes=1d. If shields stop hit, lose a die. If shield penetrated, lose 2 dice, not one. If wild die a 1, lose a die.


K.I.S.S.

Realize, though, that shields in D6 games are fickle things, much like in Classic Trek... or SFB with Leaky Shields and BattleDamage:CodeRed.... (BDCR may not have been a tight match to the DAC, but it sure was fun.)

A weak weapon can, in D6, take out even a tough ship with a lucky damage roll and poor shield+hull roll... at least if the wild die is in use.

I wish I had time to write PDD6... but I don't....

By Steve Cole (Stevecole) on Monday, March 20, 2006 - 05:03 pm: Edit

Darren: How would I know?

By Darren Kehrer (Kehrer1701) on Monday, March 20, 2006 - 09:16 pm: Edit

Sorry Steve,
I just didn't know who to ask. I just thought that if someone was in the early stages of this product, they could benefit from the posts here. Just my 2 cents..., I thought you might have pointed them to this forum.

By Ken Burnside (Ken_Burnside) on Tuesday, March 21, 2006 - 04:40 pm: Edit

I'll direct Steve Marsh to this topic tonight.

By Darren Kehrer (Kehrer1701) on Tuesday, March 21, 2006 - 09:43 pm: Edit

Thanks Ken,
Just trying to throw good ideas.
Hope all is well with you,
Darren

By Darren Kehrer (Kehrer1701) on Tuesday, March 21, 2006 - 09:45 pm: Edit

Sorry Steve,
didn't remember who to address the question to until Ken replied,
Darren

By Darren Kehrer (Kehrer1701) on Tuesday, March 21, 2006 - 09:46 pm: Edit

I smell playtesting....just kidding. I know it's to early yet.
Ah the smell of playtesting in the morning....or rather, noticing that it IS morning after playtesting all night.....work, must work now...

By Dave Adams (Roguecop) on Saturday, March 25, 2006 - 03:35 am: Edit

I love those nights...

"Dude, we gotta' quit playing."
"Why, man?"
"Dude, the sun is up. I have to go to work."
"Oh, wow. We played all night. That's AWESOME! My wife's gonna' kill me."

:)

By Darren Kehrer (Kehrer1701) on Saturday, March 25, 2006 - 12:09 pm: Edit

Hey Ken,
I assume that Steve Marsh is the guy writing for PD 6??
Hello Steve.
I hope you find our dicussions here useful. Feel free to post questions to us!!

By F. Douglas Wall (Knarf) on Thursday, March 30, 2006 - 06:29 pm: Edit

The ship combat system in D6 Space includes 4 shield grids. If it needs to be expanded, I'm sure it can be arranged.

My conversion project goes well. I've got all the races converted, just finished the academy packages and am about to set into equipment. I've got some preliminary notes on phasers and armor and some ideas on the tech level thing.

Here's a question: There are quite a few skills in each of the academy packages. If you took each of those skills at 1 pip each, you could fit it into a character's 7 starting skill dice, but you'd only get +1 to each skill roll. Giving 1D to each of these skills is more expensive, but it does give you a whole 'nother die to the pool. Which would you prefer?

By Andy Palmer (Andypalmer) on Thursday, March 30, 2006 - 06:43 pm: Edit

FDW. I helped on PD20 and know GPD pretty well and I can't answer that as it requires more knowledge of how D6 works than I have. The best I can do is this: understand that the packages provide more ability in some skills than others. Figure out that range and what is appropriate for starting D6 characters and adjust accordingly. These conversions are tricky and often the best you can do is a decent approximation.

By William F. Hostman (Aramis) on Sunday, April 02, 2006 - 04:35 pm: Edit

FDW:
give the die.

leave the 7 for "electives" under the usual +2d limit, but over the post academy, not just base atts.

By Darren Kehrer (Kehrer1701) on Monday, April 03, 2006 - 11:02 am: Edit

Knarf,
are you the Power that is doing the d6 project??
There is much discussion in this topic regarding d6 vs SFU. A lot seems to revolve around how the starfleet universe and the d6 universe rules work regarding ship combat. etc...

By Darren Kehrer (Kehrer1701) on Tuesday, April 04, 2006 - 09:04 pm: Edit

To the Power that is working on d6 PD:
Like all conversions, there will be some things in D6 that will have to be worked out as to how the SFU can be converted into d6 rules.
Starship Warp drives, weapon systems (phaser, photon torps, etc.), how shields work, etc. From what I have read of d6, there will have to be "this is how the d6 rules are to be modified to reflect the nature of the SFU technology." The way warp drive and shields seem to be at the top of the list. The d6 rules, if done exactly as printed, would not represent the way SFU tech works. The cool thing about the d6 rules (meaning the D6 SPACE BOOK and the D6 SPACE SHIPS BOOK here) are that starship construciton and combat rules already exist....they just need some tweaking to reflect how things work in the SFU.

By Darren Kehrer (Kehrer1701) on Wednesday, April 05, 2006 - 08:25 am: Edit

Is it possible to create a new folder "D6 Starship Combat" that performs the same function that the gurps folder does?? There have been, and I am sure will be, lots of discussion on the topic and it would make it easier to find (and search). Thanks. Just a thought...

By Steve Cole (Stevecole) on Wednesday, April 05, 2006 - 11:10 am: Edit

We'll worry about D6 spaceship combat a little later. Gotta get the core book on it's way first.

By Darren Kehrer (Kehrer1701) on Wednesday, April 05, 2006 - 11:32 am: Edit

Good point. I was just trying to get a headstart on organizing all discussions now to help the desinger of that book look at the topic.

By michael john campbell (Michaelcampbell) on Wednesday, April 05, 2006 - 09:10 pm: Edit

Well, how much change is needed and where?


My only D6 rules are the introductory boxes set of Star Wars so where talking about a 48 page (A5) player's handbook and a 64 page GM's guide and peicing together the thinking of it from the Star-Destroyer Description and those of the X-wing and TIE fighters, I would say that really there isn't much to worry about as to get ships to fight each other is very basic. Indeed to make SFB ships fit, we would be adding detail ( like 6 shields instead of 1 ).

I'm not sure we shouldn't keep some SFB aspects ( like energy allocation and/or some number of impulses ( say 4 )) and build a system with slightly more complexity than basic D6 ship to ship combat.

I guess the question we should really ask ourselves is. Do we want to play D6 combat where an Imperial Star-Destroyer can enter the battle and be fully played out without any adjustments or do we just want something that handles SFU ships and provide some SFU feel?

The big differance between SFB and the StarWar D6 combat is that SFB is like eating an egg sandwhich and D6 is like crushing an egg a twenty paces with a shotput.
And I'ld like to see D6 combat be more like eating the egg sandwhich but perhaps I'm alone in this.

By Darren Kehrer (Kehrer1701) on Wednesday, April 05, 2006 - 10:18 pm: Edit

The D6 rules were slightly updated (I am not sure all the specifics) with most recent releases from the original run in the Star Wars line. There are now THREE core rulebooks to the d6 system: Space, Fantasy, and Adventure. You only need the one for the genre you are going to play in. Additionally, d6 space also has a recent release "d6 space ships" that modifies and adds to the d6 space combat and construction rules. These are all done (again) by WEST END GAMES. Just reading their forums, I have seen discussions on the differences. The nature of the d6 rules and the way they reflect SFB tech will just needed to be modified to fit how things "work" in the SFU: shields, warp drive, impulse, weapon systems. etc.
I hope they person working this book takes a peak or two at this forum to see thoughts and ideas which could help focus what needs to be done.

By Darren Kehrer (Kehrer1701) on Tuesday, April 11, 2006 - 08:21 am: Edit

Ken:
How goes the conversion to d6??
Is there a goal on having a playtesting session?

By Ken Burnside (Ken_Burnside) on Tuesday, April 11, 2006 - 06:10 pm: Edit

Darren, we got more raciol profiles reviewed today. They looked good.

By Dave Adams (Roguecop) on Tuesday, April 11, 2006 - 09:21 pm: Edit

This is really, really exciting! My group is still asking about the release. I'm keeping them posted. Thanks for keeping ->us<- posted, Ken. :)

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