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Month Index: May, 2006
From: Terry Masson <tilaurin@?????.com> Date: Sun, 7 May 2006 02:11:12 +0930 Subject: Re: First look at Leroy's 3rdEd SJ combat system
I reckon his system works dead well as far as skill and feats go, the only think I didnt like is that ships weapons are still not representative of their size (ie, a 1 ton weapon does NOT take up that much room on a ship, etc) and that despite his spatial tons being smaller, all ships in his system seem to work out smaller aswell :S For the most part I think it works, and having things like pilot, operate rigging, and so on and so forth really add specific individual skills that allow PCs and NPCs to take a bigger role in the general workings of a ship. These were the main attractions for me, I dont think I could ever go back to a system wherein every given pilot has the exact same measure of skill in brief combat rounds. Tilaurin. On 5/7/06, Dreamer <dreamer@??????.?????.??.uk> wrote: > 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/ > > ******************************************************************** > The D&D Homepage: http://www.wizards.com/dnd > The Spelljammer Homepage: http://www.spelljammer.org > To unsubscribe, send email to LISTSERV@??????.???????.com > with UNSUB SPELLJAMMER-L in the body of the message. >
Previous Message: Strict 3rdEd Spell Conversions
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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 |