Archive through February 05, 2007

Star Fleet Universe Discussion Board: Prime Directive RPG: NEW GAME SYSTEMS: Prime Directive 20 (PD20): Archive through February 05, 2007
By Steve Cole (Stevecole) on Wednesday, August 30, 2006 - 12:21 pm: Edit

More a matter of being busy with other things. If it's something like "Hey, Steve, can I post this? --signed Andy" then the answer is "I trust you, you know more about d20 than I do, post away.--signed Steve".

If it's "Hey, Steve, we've got 90% of it done but you're going to have to look at the other 10%. --signed andy" then it's "Andy, I know it needs doing, but I have a lot of other things to do and you are #9 on my top ten list. Get there when I can. --Signed Steve".

So if Andy wants to post what he has now (or wants me to) no problem. If you want me to look at unresolved issues, you run into the problem that my schedule of things needed, promised, and on-fire-need-to-be-put-out is pretty long. If I could do Andy's unresolved questions the day he sent them to me, it would mean that I was sitting here with nothing to do.

By Andy Palmer (Andypalmer) on Wednesday, August 30, 2006 - 12:39 pm: Edit

PD20 ERRATA

GENERAL QUESTIONS

How much fluff is in the book? I buy RPGs as much to read as to play.

While the PD20 Core Rulebook has the Races, Classes, Skills, Feats, and Equipment required for a new game setting, at almost 200 pages, it does include a lot of detailed background on the Star Fleet Universe. As such, it should more than meet your “fluff” requirement.

How easy would it be to play a non fed campaign with just the core book?

While the major non-Federation racial templates are in the core book, there is very little data about those empires. So, while you can create characters of any race, your ability to create an accurate setting in the core areas of these other empires is limited. Adventures within the Federation and in remote/border areas can be accomplished with what the core book provides.

How deadly is combat? is it fast or slow?

Same combat speed as standard D20. It's about twice as deadly as D&D, but this is balanced by all of the stun-capable weapons (i.e., GMs have a lot of control over how deadly it is). The key difference is that due to the higher weapon damages (a disruptor pistol hurts considerably more than a crossbow bolt), low level NPCs can't be taken as lightly.

Are there any example NPC's stated out from the various races?

There are some sample Federation characters, representing a few of the races, in the book. In character creation, which "education package" you take matters at least as much as race.

RACES, SPECIES, AND EMPIRES

Is it safe to say that when it's listed as a Vulcan racial trait, it's saying they get the Nerve Pinch feat for free at level 1, ignoring the feat's normal prerequisites?

Correct

The three seperate bulletpoint lists for the Alpha-Centauran racial traits (page 27) seem to be a little messed up.

ERRATA: Replace the Alpha-Centauran data with the following:

Racial Traits (All)
- Medium Size
- Base Land Speed 30'
- 1 extra feat at 1st level
- Automatic Languages: A-C. Bonus: Fed standard, one other

Racial Traits (Male)
- +1 STR, +1 DEX, -2 WIS
- 2 extra skill points at 1st level and 1 extra skill point at each additional level

Racial Traits (Female)
- +2 DEX, +2 CHA

Regarding the Slirdarian Berserk trait, what circumstances would trigger a need to make the Will check associated with this (ex. whenever he enters combat? When damaged in combat?)? Or is it actually intended as something the Slirdarian actively attempts to invoke, requiring him to SUCCEED at a Will check to invoke (rather than fail as the rule is written)?

ERRATA: Replace first line of Berserk description with the following:

When he needs to, a Sliridian can fly into a frenzied rage.

How do automatic and bonus languages work in PD20?

Automatic Languages work just like bonus languages with the exception that a character gains them regardless of intelligence score. So if a race has 3 automatic languages and the character has a Int of 9, he still can speak those languages. However those languages are applied against any bonus languages the character can gain. Characters are free to learn any language, as advances in Education have made language training in all languages available in Academies and Universities.

The Galactic Intelligence Agent class (pg. 51) is missing the flavor text paragraph that the others classes have.

The Galactic Intelligence Agency is the Federation's foreign intelligence service. Forbidden to spy on Federation Citizens or the conduct covert operations on Federation worlds, GIA "officers" operate on foreign planets where they hire local "agents" with access to information that the Federation wants. Entire office buildings full of GIA "analysts" (on Federation planets) then process this information. In peacetime, the GIA operates "legally" from embassies, contacting local citizens, businessmen, government officials, and military officers seeking information. Most "secret agents" are paid by the GIA for the information they provide, but a few do so out of revenge or in a bid to free their own planets from the tyranny of oppressive empires. In wartime, GIA officers go underground and continue to "run their agents" and send reports back to the Federation.

The Federation Police is responsible for counter-intelligence (catching enemy spies), executive security (guarding the president), and counter-criminal activities (including the war on crime, tarriff and customs enforcement, primary anti-piracy duties, and the prevention of counterfeiting). The Federation Police is often given special permission to conduct limited foreign operations that relate directly to smuggling cases, and some of these "ears on the ground" networks were used for military intelligence purposes during wartime.

It should be noted that Star Fleet Intelligence is a completely passive organization, analyzing information from the GIA, from battle reports, and from eavesdropping on foreign (or enemy) communications. Star Fleet Intelligence was forbidden to operate its own "officers" behind enemy lines or to hire foreign "agents" inside enemy organizations; these tasks were left to the GIA. During the General War, Star Fleet Intelligence began doing some of these "illegal"activities. The GIA protested and the government looked the other way.

Promotion/Grade Table" on page 77 does not include data for the GIA ranks (GS1-GS10). Could one safely say that the GS1 through GS10 should use the same values as O1 through O10 since GIA agents are always officers? And what the heck does "GS" mean? Galactic Something?

Yes, it's the same. GS means Government Service, since they're civilian civil servants.

Do Gorns have tails?

No.

ERRATA: Remove the reference to “and 1d6 points with its tail.”

ERRATA: Remove the +4 racial bonuses to Jump, Swim, and Balance checks (and the “Thanks to their tails” phrase).

At what ages are the various races middle-aged, old, and venerable? Important to know as there are age modifiers to stats come into play. It also has impact to SFU background questions. EX:If Vulcan lifespan is twice as long as humans, how long was since the Vulcan rebels left before the homeworld forgot about them?

Pending

Speaking of age modifiers, Which version of the age modifiers do you use? D20 weakens STR/DEX/CON while increasing INT/WIS/CHA as you pass the minimum age for each age category. INT/WIS/CHA is the same for both games. The issue is that the PHB progresses as -1/-2/-3, so by the time a human is venerable, they have a -6 to STR/DEX/CON each. D20 Modern is more forgiving: -1/-1/-1 so a venerable human has only a -3 to STR/DEX/CON each. So which is used?

Pending

CHARACTER CLASSES

Naval Line Officer, Special Feats, Starship Gunnery, Exceptional: This feat appears to be missing the overall character level 10th, that the Helmsmanship and Astrogation Feats have. Without this requirement, this feat could be acquired at 6th Level!

ERRATA: Add Character Level 10th as a Prequisite to Starship Gunnery, Exceptional

Engineering Specialist, Class Features: Weapon Upgrade Header is missing, following Jury-Rig feature and the following paragraphs.

Noted for future printings.

Marine, Class Skills: Gunslinger and Forward Observer Skills are listed as Class Skills but aren't listed in the Master Skill list (pg 78).

ERRATA: Remove Gunslinger and Forward Observer Skills from Marine Class Skills.

Security Specialist, Class Feature, Improved Evasion: Feature text indicates 8th Level while Table 3/13 lists 6th Level.

ERRATA/CLARIFICATION: Security Specialist gain the Improved Evasion ability at 6th level.

Department Head, Class Feature, Leadership: Class Feature title might be confused with the Leadership feat from the Player's Handbook. Recommend changing to Department Leadership.

ERRATA: Change name of Leadership ability to Mentoring.

Line Officers get various feats to control ships in SFB but seem to be lacking the skills (Pilot/Navigator/Repair) in order to do anything in the rpg. Should the Line Officer have those skills as Class Skills? Naval Line Officer (pg46) lists Leadership as an available skill. However Leadership is not listed on skill chart on pg 78. Strategy & Tactics are listed as Skills for the Line Officer Class (pg46), but should be Knowledge(Strategy) and Knowledge (Tactics).

ERRATA: Add Diplomacy (Cha), Knowledge (Bureaucracy), Knowledge (Civics), Knowledge (Technology), Knowledge (Tactics), Navigate (Int), Pilot (Dex), and Repair (Int) as class skills to the Naval Line Officer class.

ERRATA: Remove Perform (Cha), Knowledge (Starship Data), Leadership (Cha), Strategy (Int), Tactics (Int) as class skills to the Naval Line Officer class.

Pilot - seems to be lacking any gunner feats/skills. Presumably there's a feat 'Starship Weapons' or similar or have you got to get a level or two of Line Officer - Gunner?

ERRATA: The Pilot gains the Fighter Operations Feat (pg.104) and the Fighter Gunnery Feat at first level.

FIGHTER GUNNERY FEAT: Same as Starship Gunnery, Standard but only applies to Fighter/Shuttle weaponry and has no prerequsites.

Starship Operation is listed as a 'or' Prerequisite under Basic Helmsmanship. However, Starship Operations is not listed as a Feat anywhere else.

Fighter/Starship Operation [General] is listed as a Feat on page 104.

Criminology Skill is listed as a Skill for the Security Specialist Class (pg62), but should be Knowledge (Criminology). Recommend add Sense Motive to the Security Specialist skill lists.

ERRATA: Replace Criminology (Int) with Knowledge (Behavioral Sciences)(Int).

ERRATA: Remove Scent/Taste (Con) from the class skills list.

ERRATA: Add Sense Motive (Wis) to the class skills list.

Aura of Command is missing from Captain of Starship Prestige Class (pg72).

Pending

SKILLS

Characters with the Nerve Pinch feat and the Combat Martial Arts feat (which is a prerequisite for Nerve Pinch) no longer provoke attacks of opportunity when they Nerve Pinch, correct? I assume so, but I wanted to double-check.

The Nerve Pinch always counts as an unarmed attack, regardless of what other Feats that you may have. The Combat Martial Arts pre-requisite is more about the training required for non-Vulcans to learn this ability than about game effects.

FEATS

The "Renown [General]" feat (pg. 109) seems to be missing its descriptive text, by the way. I would have also added a "Special:" line to Renown's text to address how it stacks with the Fame and Infamy feats, but so long is it is intended to stack with them, I guess it isn't really necessary.

Pending

Mastercrafter: Recommend that the Experience Cost be 250 times (*) the feature bonus (+1, +2, or +3) instead of 250 plus (+) the feature bonus (+1, +2, or +3).

ERRATA: Replace first line of third paragraph with “In addition to the Wealth check, you must also pay a cost in experience points equal to 250 × the bonus provided by the mastercraft feature.”

END OF GAME REWARDS

WEALTH AND EQUIPMENT

I am confused how the stun setting of Phasers works

ERRATA. Replace line under TABLE 7/4: Phaser Weapon Damage with the following:

Characters hit by a phaser weapon on Stun take the numerical damage as SUBDUAL damage plus have to make a Fortitude save. If the Fortification save is failed, the character falls unconscious for a number of minutes equal to the amount they failed their save. The victim cannot be revived before that "time elapses", but then the victim awakens and recovers from having been unconscious normally.

The transporter rules read "But under less than normal circumstances, a failed transporter roll will inflict from 1d points of fatigue to 4d points of damage to the transportee depending on how badly the skill roll was missed (GM ruling)"

ERRATA. Replace this line with the following:

But under less than normal circumstances, a failed transporter roll will inflict d6 points of subdual damage for every 3 points (or fraction thereof) that the roll was missed.


Exchange Rates
Although Prime Directive uses the Wealth system for characters to purchase things, other settings might be more detailed in how they handle money and the purchasing process. The Wealth Conversions table lists how a Purchase DC translates from modern currency (in dollars) and from OGL fantasy games currency (in gold pieces, silver pieces and copper pieces). This chart allows characters to purchase items on foreign planets without having to do much conversion or consider an exchange rate from the standard system to the Wealth system.

Wealth Conversions
Purchase DCModern ($)Fantasy (gp. sp, cp)
2$52 sp, 5 cp
3$126 sp
4$201 gp
5$301 gp, 5 sp
6S402 gp
7$552 gp, 7sp.5cp
8$703 gp, 5 sp
9$904 gp, 5 sp
10$1206 gp
11$1507 gp, 5 sp
12$20010 gp
13$27513 gp, 7 sp 5 cp
14$35017 gp, 5 sp
15$50025 gp.
16$65032 gp, 5 sp
17 .$90045 gp
18$1,20060 gp
19$1,50075 gp
20$2,000100 gp
21$2,750137 gp, 5 sp
22$3,500175 gp
23$5,000250 gp
24$6,500325 gp
25$9,000450 gp
26$12,000600 gp
27$15,000750 gp
28$20,0001,000 gp
29$27,5001375 gp
30$35,0001,750 gp
31$50,0002,500 gp
32$65,0003,250 gp
33$90,0004,500 gp
34$120,0006,000 gp
35$150,0007,500 gp
36$200,00010,000 gp
37$275,00013,750 gp
38$350,00017,500 gp
39$500,00025.000 gp
40$650,00032,500 gp
41$900,00045,000 gp
42$1,200,00060,000 gp
43$1,500,00075,000 gp
44$2,000,000100,000 gp
45$2,750,000137,500 gp
46$3,500,000175,000 gp
47$5,000,000250;000 gp
48$6,500,000325,000 gp
49$9,000,000450,000 gp
50$12,000,000600,000 gp
+8X10X10


THE STAR FLEET UNIVERSE

SPACE SHIPS

By Andy Palmer (Andypalmer) on Wednesday, August 30, 2006 - 12:41 pm: Edit

Errata is organized per the Chapters in the PD20 book. I noted which items are still being worked on so it is easier to know if your question has been asked already. If any questions have beeen missed, please let me know.

thanks - Andy

By Rich Brooks (Richbrooks) on Wednesday, August 30, 2006 - 05:03 pm: Edit

Thanks SVC and Andy for the errata!

By Darren Kehrer (Kehrer1701) on Tuesday, November 14, 2006 - 10:21 pm: Edit

looks great.
Is there a way to make a document or link or sticky or something that always has the "latest" for both the Gurps and d20 version of the books?

By Gary Plana (Garyplana) on Tuesday, November 14, 2006 - 11:01 pm: Edit

Have you looked at the shopping cart?

By Darren Kehrer (Kehrer1701) on Tuesday, December 12, 2006 - 06:00 pm: Edit

With Star Wars RPG coming back out in a new, updated "SAGA edition," I wonder if it will be "DnD 3.5" friendly? This way, you could change the caption on the back of the d20 PD books to say "or the Star Wars Saga Edition RPG book."

By Steven E. Ehrbar (See) on Tuesday, December 12, 2006 - 09:34 pm: Edit

It would be nice, but the license rules says you can't say that.

The allowed phrasings are:

"Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast, Inc.”

or

“Requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast, Inc.”

You may also list Psionics Handbook and/or Epic Level Handbook after Third Edition Core Books in the above text block.

or

“Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.”

or

“Requires the use of the d20 Modern Roleplaying Game and the Urban Arcana Campaign Setting, published by Wizards of the Coast, Inc.”

or

“Requires the use of a Roleplaying Game Core Book published by Wizards of the Coast, Inc.”

By Darren Kehrer (Kehrer1701) on Tuesday, December 12, 2006 - 11:06 pm: Edit

I was just wondering, when the "revised" Star Wars RPG by WOC comes out (which is d20) that maybe it would also be part of the "acecpted" list, that way, atleast your buying a sci fi game to play a sci fi setting and would perhaps find more useful things...

By Andy Palmer (Andypalmer) on Wednesday, December 13, 2006 - 07:57 am: Edit

Darren. That likely wounldn't be acceptable to WOTC as their Star Wars license is of limited duration. i.e., they likely won't approve using a book that they can't sell for as long as they want as a stand-in for books that they own all perpetual rights to.

By Greg Ernest (Grege) on Wednesday, December 13, 2006 - 10:22 am: Edit

Andy: but that's assuming that Hasbro ever sells off WotC, which is not likely to happen. Keep in mind that a major shareholder in Hasbro is the guy whose initials are GL.

By Andy Palmer (Andypalmer) on Wednesday, December 13, 2006 - 12:16 pm: Edit

Greg. CL is about making money for HIM, not to Hasbro and will again sell the RPG rights to the highest bidder once the contract is up.

By Steven E. Ehrbar (See) on Wednesday, December 13, 2006 - 03:56 pm: Edit

Darren,

There have already been two d20 editions of Star Wars published by WotC, and in neither case were they included in the allowed phrasings under the D20 license. The possibility of revising the rules to allow references to those Star Wars products was raised on industry d20 licensing mailing lists back when they were in print, and shot down by WotC representative back then (in part because of Lucasfilm restrictions on what WotC is allowed to do with the Star Wars trademark under their license to produce a Star Wars game).

To quote from the d20 System Trademark FAQ:

Q: How do I refer to Star Wars d20 products?

A: You don't. At this time, there is no good way to do so. Lucasfilm, Ltd., which controls the Star Wars trademarks, is unlikely to release a "Lucasfilm Trademark License" like the d20 System Trademark License.

By Darren Kehrer (Kehrer1701) on Wednesday, December 13, 2006 - 06:56 pm: Edit

Thanks for that info..

By Steven E. Ehrbar (See) on Thursday, December 14, 2006 - 01:04 am: Edit

It was a reasonable idea. As a practical matter someone can use the WotC Star Wars as an alternative to the D&D core rules for almost all D20-licensed games; the "important" bits of the core rules that are not in the SRD are included in the Star Wars RPG. It's just that you can't print on the book that the SWG core book is good enough due to trademark license issues.

By Steve McCuen (Stevem) on Monday, January 01, 2007 - 03:16 pm: Edit

Curious if anyone has tried running a prime directive d20 game/campaign using the Fantasy Grounds tool?

Or for that matter, any other method of online play that captures the feel of being there.

By F. Douglas Wall (Knarf) on Thursday, January 18, 2007 - 05:15 pm: Edit

The Star Wars d20 game also has a different method of allocating experience and determining challenges (Challenge Code letters vs. Challenge Rating numbers). Although it's not part of the SRD or anything, it would make a SW player scratch his head figuring out what CR and EL mean.

By Darren Kehrer (Kehrer1701) on Thursday, January 25, 2007 - 05:53 pm: Edit

What about using d20 Modern as the core rulebook for the d20 PD?? I believe the PDd20 is based on the PH 3.5v, but the d20Modern is still "3.0v"??

By Steve Cole (Stevecole) on Thursday, January 25, 2007 - 06:08 pm: Edit

Since we already did PD20, what would be the point of doing it over again with a different core?

Final Frontier d20 will have rules to use D20Modern as a core, but we won't do the whole line over again.

By Darren Kehrer (Kehrer1701) on Thursday, January 25, 2007 - 06:18 pm: Edit

Sorry Steve, actually, I wasn't suggesting a new thing, I was asking if I could use d20 modern instead of the PH since the d20 modern is "version 3.0" of d20 while the PH is "version 3.5" of the d20 rules for someone who new the rules well.

By Andy Palmer (Andypalmer) on Thursday, January 25, 2007 - 07:35 pm: Edit

Darren. The changes between 3.0 and 3.5 are not sufficiently large that a knowledgable GM couldn't handle the adjustments. While the PD20 rules are written with 3.5 in mind, they don't base any major new elements on pieces of D20 that are in 3.5 only.

By Darren Kehrer (Kehrer1701) on Thursday, January 25, 2007 - 08:07 pm: Edit

Excellent! Thank you for the info. I was thinking about using the Star Wars RPG, but I read the comments above and decided to ask if anyone knew if the the d20Modern could be used instead of the PH.

By Troy J. Latta (Saaur) on Friday, January 26, 2007 - 12:58 pm: Edit

The biggest hurdle with Modern vs PHB is the difference between vitality/wounds and hitpoints. You need to look VERY carefully at your damage numbers if you switch to a vp/wp system. How'd you like to take a 3d20 disruptor rifle straight to wounds on a critical hit?

By Andy Palmer (Andypalmer) on Friday, January 26, 2007 - 02:59 pm: Edit

Troy. Heck, who would want to take a 3d20 disruptor rifle critical hit (double? damage) using straight 3.5?

It's a disruptor rifle - it's supposed to kill the things it hits center torso

By Darren Kehrer (Kehrer1701) on Monday, February 05, 2007 - 05:27 pm: Edit

Could a living document be posted in the errata section of ADB's website, or in the PD area for both the d20 and GURPS rules??

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