The Game Analists
Self-Ejected
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- Oct 8, 2014
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I like sci-fi
- Spells cap at
Spelljammer has better rules and better setting.
Spelljammer is more inline with that bizarro shit that was popular in the 90's, but it's not a better setting or ruleset, (...snip)
Yeah, I don't really care for any of that shit either. Sci-fi to me is Vance's Gaean Reach novels, Traveller, Heinlein, etc.Sounds like fantasy with just the thinnest coat of sci-fi paint they could get away with?
Whatever floats your boat I guess.
So like Star Wars(le force is magic!!), Mass Effect(mass effect, I dunno it gives you telepathy and lets you warp across the galaxy in seconds n shit), which is, well, I mean....
Shit, maybe once we're done with the pbp game we oughta try a game set in the Oikumene.Yeah, I don't really care for any of that shit either. Sci-fi to me is Vance's Gaean Reach novels, Traveller, Heinlein, etc.Sounds like fantasy with just the thinnest coat of sci-fi paint they could get away with?
Whatever floats your boat I guess.
So like Star Wars(le force is magic!!), Mass Effect(mass effect, I dunno it gives you telepathy and lets you warp across the galaxy in seconds n shit), which is, well, I mean....
Like I said though, whatever floats yet boat.
I'm game. There's even a pretty good BRP system called M-Space that would have very similar mechanics to Magic World.Shit, maybe once we're done with the pbp game we oughta try a game set in the Oikumene.Yeah, I don't really care for any of that shit either. Sci-fi to me is Vance's Gaean Reach novels, Traveller, Heinlein, etc.Sounds like fantasy with just the thinnest coat of sci-fi paint they could get away with?
Whatever floats your boat I guess.
So like Star Wars(le force is magic!!), Mass Effect(mass effect, I dunno it gives you telepathy and lets you warp across the galaxy in seconds n shit), which is, well, I mean....
Like I said though, whatever floats yet boat.
hat fun, adventurous tone is missing from a lot of Sci-fi themed RPGs and after three straight years of reading every ruleset I could find,
Now we're talking. Add Interface Zero, The Sprawl and SLA Industries to the list.Cyberpunk 2020 with Deep Space is where it's at (in spite of Interlock)
I bought Starfinder for Interface Zero: Pathfinder Edition, which got a Starfinder conversion. IZ 2.0 for Savage Worlds is one of the best cyberpunk settings out there.Now we're talking. Add Interface Zero, The Sprawl and SLA Industries to the list.
- The starship system is hilariously underpolished. Do you know how to upgrade your ship? if your party's APL increases, you can magically draw ship parts out of Hammerspace and weld 'em on. no checks, no money needed. I took the bull by the horns and adhoc rewrote the rules for starship building, and gave the party an enormous amount of credits so that they could pay for it- but that fucked the balance even more.
- The starship system is hilariously underpolished. Do you know how to upgrade your ship? if your party's APL increases, you can magically draw ship parts out of Hammerspace and weld 'em on. no checks, no money needed. I took the bull by the horns and adhoc rewrote the rules for starship building, and gave the party an enormous amount of credits so that they could pay for it- but that fucked the balance even more.
In Star Wars Roleplaying Game Saga Edition the game didn't even need to scale ships too much, your party skills (which scaled by level) determined AC (pilot's ability to dodge), to hit (gunner's ability to hit), damage (Saga gives higher level characters higher damage. Hardly anymore absurd than higher level characters being more accurate.), and ability to regenerate shields (mechanics check). Indeed the core rulebook explicitly states you can make enemy vehicles harder (or easier) by giving them a more skilled crew over throwing more enemies at the players or giving them more advanced vehicles. Even then you could pay for better shields, weapons and other systems as of the second book, which avoids competing with ground combat resources because you don't need money to be effective in ground combat in that system.
Starfinder's rules failed because they started with a shit base instead of the best D20 game.
Having played a 7-year long campaign using the Star Wars D20 system (which by the end of the campaign had been overhauled into a points-based D20 classless game), I can tell you it's the best of all D20 system games. It does away with the tedious combat (especially on high levels) in a very elegant way, with the way hitpoints are handled. It still suffers from a problem of scale (stats progression should be arithmetic, but the raw difference between 12 strength and 20 strength is relatively small, meaning that a wimp could win an arm wrestling competition against Arnold Schwarzenegger by random chance rather easily) but that goes hand in hand with the D20 system.first off, you aren't referring to Star Wars D20, are you? I played a couple one-shots in that system and I found it comparable in efficiency and game feel to D&D 3.5 (A good thing, imo)
don't know enough to comment on whether or not it's the best D20 game. That's a pretty subjective thing to say, especially when there are so many ttgs out there under the D20 moniker- The "quality" of a ttg system really depends on your and your group's play style, outside of organized play.
I have had a lot of success with Pathfinder. over the years, we've modified the rules a lot but I think that the core game is very serviceable and in no way "shit."
Starfinder's modifications of the base are pretty shit, imo. Felt like the core rulebook needed a rewrite or three.
first off, you aren't referring to Star Wars D20, are you? I played a couple one-shots in that system and I found it comparable in efficiency and game feel to D&D 3.5 (A good thing, imo)
Having played a 7-year long campaign using the Star Wars D20 system (which by the end of the campaign had been overhauled into a points-based D20 classless game), I can tell you it's the best of all D20 system games. It does away with the tedious combat (especially on high levels) in a very elegant way, with the way hitpoints are handled. It still suffers from a problem of scale (stats progression should be arithmetic, but the raw difference between 12 strength and 20 strength is relatively small, meaning that a wimp could win an arm wrestling competition against Arnold Schwarzenegger by random chance rather easily) but that goes hand in hand with the D20 system.
Then there's the bullshit about a few points in a skill being useless, and the system being very combat-centric and the skills being a bit of an aftertought, but I chalk that up in part to GM scaling, and the latter bit to D&D 3, which still was an improvement over AD&D.
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