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Month Index: May, 2006
From: Dreamer <dreamer@??????.?????.??.uk> Date: Sat, 6 May 2006 16:44:49 +0100 Subject: Re: First look at Leroy's 3rdEd SJ combat system
I was interested to look at this, and a lot of work has obviously gone into it. This looks like a good compromise between the 3rdEd individual combat system, and the SJ ship combat rules. Please take what I say with a pinch of salt, as I am not a war gamer, and have only rarely played in games involving ship-to- ship combat. And, I've always DM'ed such combats on a very abstract level. I know I am taking a risk here, as I have criticised in some considerable detail the bits that I think I know something about, but this should be taken in the spirit of supplying some hopefully useful feedback to what looks like a well-designed system. Starting from a general viewpoint, ship-to-ship combat looks like combat between several different military units, each one of which is forced to stay together as a group. In principle the attack and defence should be similar to combat between several groups of individuals, who have restricted movement, though in theory they can move in 3-D. The ships will provide cover, and the relative velocity of the various groups (ships) should be considered. The basic structure of Leroy's combat system looks sound, though I have not yet compared it with the original SJ rules. It seems to handle a lot of the 3rdEd combat concepts quite well. However, I am unsure about the ship's hit point rules, as I would prefer to stay with hull points if possible. Also, it would be preferable if the ship size groups were just an extension of the creature size groups, rather than just a related system. As a side issue I looked at Leroy's 3rdEd Helm specs, which are not really needed to make sense of the combat rules. While these are interesting and consistent I feel they move further away from the existing SJ helms than is desirable for a straight conversion. Skills are added by this system: Operate Rigging (Dex, Trained Only), and Pilot Spelljammer (Int, trained Only). I am not sure these are a good idea, as there is always the risk of skills dilution, which has plagued some games systems. For someone to be a sailor the skills Climb, Jump, Spot, Use Rope and Profession (sailor) already exist (see NPC Classes: Commoner), and look sufficient. For someone to pilot a helm just being a spellcaster is supposed to be enough; possibly Concentration would help to do difficult things. If you want to know all the little tricks of using a helm probably Profession (spelljammer helmsman) would help. Feats are also added by this system, which appear to mostly involve ship weapons. The existing way to use these is Profession (siege engineer), (see Seige Engines). Other Feats look like they are reasonable extrapolations of the standard Feats, such as Weapon Focus. As a matter of design preferance I'd avoid adding new Feats where there are existing game mechanics (unless you believe them to be completely inadequate), or new Feats where an existing one would do. Extending Skill Focus so its +2 bonus applies to groups of skills, but only onboard a specific type of ship, might be a good idea. Rigging Crews seem a little too good for the sort of sailors listed in CoAS. Green sailors should have the skills of whatever Commoner background they come from - they are not even sailors. Average sailors at least have (space) sailing experience, and can be assumed to have spent at least one Commoner level doing this; they have at least got Profession (sailor). Trained sailors are 'veterans of many voyages', and can be assumed to be at least 3rd level Commoners. Crack sailors can be assumed to be Trained sailors who have Skill Focus for a specific type of ship. It should be noted that CoAS allows crews to become experienced quite quickly, faster than DMs might hand out XP to crews of Commoners. Weapons appear to have been done in considerable detail, but I've not studied these carefully. Looking at the Ship Size table maybe ship sizes should be named by their minimum tonnage: T1, T3, T7 (Medium), T15, T31, T63, T127; where the number is a power of 2, minus 1. The modifiers are then +2 and +1 for T1 and T3 respectively, and -1, -2, -4 and -8 for T15 to T127 respectively. The advantage of this is that the name contains some information on the ship, you can work out the name pretty quickly, and it should be easy to learn the modifiers, or at least quickly work them out and jot them down. In summary, with a quick skim, this looks like a well worked-out combat system, though it goes into more detail than I would probably use. If the issues with regard to Skills and Feats, and crew abilities, were modified I think this might make a good basis for a 3rdEd SJ combat system. DMs who wanted to add more detailed Skills and Feats would then be at liberty to do so. Again, please note: I am not a wargamer, or DM of ship-to-ship skirmish warfare, which this system seems well suited for, and I may have misunderstood the reason why certain parts of the rules exist. -- Dreamer dreamer@??????.?????.??.uk http://www.romsys.demon.co.uk/
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Month Index: May, 2006
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| First look at Leroy's 3rdEd SJ combat system | Dreamer | |||
| Re: First look at Leroy's 3rdEd SJ combat system | Terry Masson | |||
| Re: First look at Leroy's 3rdEd SJ combat system | Dreamer | |||
| Re: First look at Leroy's 3rdEd SJ combat system | Loki | |||
| Re: First look at Leroy's 3rdEd SJ combat system | Leroy Van Camp III | |||
| Re: First look at Leroy's 3rdEd SJ combat system | Leroy Van Camp III |