Looking at non Tier based DC for Starship Combat


Advice


There are threads already talking about Starship combat so I am looking at it from another angle.

Instead of DC being tied to tier of ship, which says the better the ship the harder it is to drive, no matter if the size, engine, thrusters and such change or not, base most of the DCs on the Mass of the Ship.

The mods as already listed stay, but the DC check becomes 15 + 2xMass Rating of Ship.
Harder Checks become 15 + 3xMass Rating
Hardest Checks 15 + 4xMass Rating

Still need to run the full math to insure it does still offer a challange.
But higher DC for better effects should help with that.

As it is easy to Flip a Fighter or Small ship but the larger it gets the harder it becomes.
Also allow a attempt to do more than the base.
Evade is a good example it gives a flat +2 no matter how well you do it.
For Evade if you would like a plus 3 add say 5 Plus 1/2 Mass mod
Or maybe to be easy just +10 to DC.
Want a +4 DC is plus 15.

Pilot decides how far to try and push it before the roll. If no extra attempted and the pilot gets a roll 20 above what was needed there is no extra. If the pilot trys for a plus 4 and misses it then they fail.

Also looking at allowing a Pilot to combine 2 Stunts, within reasonlike Evade and Slide.
DC total of both actions plus ship size mod or a flat number.

This would allow a very good pilot a chance of pulling it off in a smaller ship at least.

Size mods would start at 1 or 2 for a Tiny ship ending at 18 for the Gargantuan size.

Player sized ships the DC should be a bit lower, and allow those tries for better effects, pushing the DC higher.

Like I said my group find adding a better shield, new weapons, a better computer, and some software to a ship should not make it harder to pilot.
It just breaks the setting too far.

Thus this overhaul.

Also looking at new stunts, like
Line Up The Shot
DC 15 + 2xMass Rating
A Tiny Ship would need a 17 or so as there are a few other mods listed.
+2 DC + 10
+3 DC + 15
+4 DC + 20
Used to give gunners in one arc extra pluses to hit. Starting at plus 1 going up. Failing means you were too predictable and give all your foes in that arc, half rounded up of what you were attempting.

More on the way.

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