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In another system, the mechanic for 'evasion' was this:
When an AoE went off, you could sacrifice your next turn to dive a distance based on your move rate and end up prone. This would move you further from the epicentre (the game used damage dropoff over distance) and possibly put you behind some blocking cover.
There were some special abilities that allowed you to dive without losing your next turn, dive and remiain on your feet or dive and roll for extra distance.
It's already been stated that the main method of FTL is via hyperspace, a plane that is inaccessible to magical means. Only technology can enable you to enter and exit hyperspace, and perhaps you need it for traversal as well. We don't know if it's possible to sit on a hyperdrive, pop yourself into hyperspace, teleport to your destination's corresponding point, then pop out.
Despite being a wholly unmagical and empty plane, all these people popping in and out all the time have made other places 'leak' into hyperspace. This provides a kind of random encounter effect, where your ship encounters strange phenomena.
Event Horizon was mentioned.
I've long been thinking of doing a Battletech-like game, where players build their characters as normal (for whatever system I end up using, probably not d20), then pick a 'mech training package' that adds their vehicular skills on top of that and progresses independently.
The packages would be something like:
And so on. You can pilot any mech, and the packages add special abilities. Of course, some might synergise particularly well or poorly with different mechs and mech systems. Such as an Electronic Warfare ability having a bonus based on the mech's electronics suite, or an Assault's 'bulldoze' ability having a bonus based on your mech's strength or armour or somesuch.
In a pinch, your assault pilot might end up grabbing a nearby light utility mech while your party makes an exit from infiltrating a base, then uses that bulldoze ability (with poorer stats) to clear a path.
Or an ECM pilot could coopt the sensor systems of a dedicated tank to instead act as makeshift countermeasures.
lets not forget that the Borg could adapt to phasers but never figured out how to deal with Worf hacking them to pieces. Physical damage is where its at yo.
Did you ever play the ancient space game, 'Stellar Winds'?
You upgraded your shields and weapons with different waveforms. If you scanned an enemy you could discover their shield waveform, then set your weapon waveform(if you had the right one) to match it to do significantly more damage. Setting your shields to counter their weapons was just as important for survival.
In a Pathfinderised mechanic, it would be something like this:
Energy weapons have one of three waveforms: sine, sawtooth or square. (Energy weapon equivalent to piercing/bludgeoning/slashing)
Shields have DR X bypassed by a specific waveform.
Modifications and class abilities might let you switch your weapon/shield's waveform to optimise it against your enemy.
Matthew Shelton wrote:
There are several basic categories of space travel in fiction. Which one(s) will Starfinder probably favor? or something else?
It has already been said that Starfinder uses a newly-discovered plane called Hyperspace that can only be entered by technological means and is used to traverse vast distances. Hyperspace is naturally empty, but tends to collect planar debris and fragments, so there may be some parts that are 'flavoured' by one of the more magical planes or another. I vaguely recall hearing it compared to random encounters, but I don't remember where that was said.
I don't really have any support of that level.
I have a number of times started something with great ideas but not been able to finish due to my own exhaustion and depression. I suffer from Chronic Fatigue Syndrome and Clinical Depression. It's hard.
So I am wondering, is there anyone out there suffering the same conditions that has a method of mustering the strength to write RPG content? How do you do it?
Blame! and Netsphere Engineer are mangas that take place in a world where hypertech construction robots went out of control and kept building cityscape for who knows how long. Since they developed a means to generate matter from nothing, it's speculated that the megastructure (which started on Earth) encloses the sun and extends to the orbit of Jupiter. People live in a maze of tunnels and mindlessly churning factories and try not to run into vicious 'silicon life' or the deadly descendants of the ancient security systems.
I'd probably allow thrown and projectile weapons a doubled range increment or somesuch in space. Relative velocity to the target and the target's maneuverability are still an issue.
Drahliana Moonrunner wrote:
I know how a magnetic rail accelerator works. What shape is a gravitic one? Maybe it needs to be tall rather than long for... science fantasy reasons.
In Dune, if you shoot a shield with a laser it can cause an explosion comparable to a nuke.
The slow blade penetrates the shield.
The laser, on the other hand, blows us all to hell.
Will there be bows?
If there are, I hope they are not the premier damage-dealer. Instead, I'd prefer to see them act in a role they are suited to that guns and lasers can't perform: Non-kinetic payload delivery.
Poisons (make the poison rules work this time!), technological devices, and so on, could be attached to arrows.
Breakable arrowhead, capsule full of grey goo (the science fantasy kind, since that's what we seem to be going with). Make your targets melt from the inside.
I suppose what I'm really looking for is a clear and complete list of all spells, items and abilities, sorted by level, that need to be accounted for by either side.
So I'm not caught out by that one weird trick that criminals hate.
With all the hundreds of spells, I would not be surprised if there is some level 1 spell that is worthless to adventurers so goes relatively unknown, but invalidates all possibility of concealing the truth. Or vice versa.
With the proliferation of magic, the simple act of getting away with murder gets a whole lot more complicated.
Let's split this into three parts:
1. THE CRIME
You're a criminal and you want to do a crime without being caught. Knowing you live in this magical world, what do you do to succeed at your crime? What precautions must you take to avoid leaving evidence that can be traced back to you?
2. THE INVESTIGATION
A crime has been done! Now from the angle of the detective, in a world where criminals can do magic, how do you perform a full and thorough investigation? What do you have to do to make sure you are not boggled or bedeviled by some sorcerous trick (or even mundane trick that takes advantage of the assumption that magic is used in the crime)?
3. THE TRIAL
This is something I've always wanted to do in a roleplaying game, but it is immensely hard. A courtroom scene, with the party attempting to present convincing evidence that their nefarious nemesis actually did the crime. Do we have a magical courtroom as well? In such a case, what happens in it and what behaviours must be enforced or accounted for?
I'd like good advice from peeps that know how to handle these things!