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Thread: Player's and Narrator's Guides Core Rules: What's broken?

  1. #76
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    Thanks, I'' do some searching. With both TREK and LOTR using the CODA system, I suspect that you are corrct about being able to port stuff over. Most things in one game can work in the other. The exceptions being high technolgy and magic.

    I already ported over LOTR armor, weapons and shield stats to TREK. I needed something for when the aliens throw the PCs into the arena!

  2. #77
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    Sherpa

    For errata-
    The Sherpa edge is messed up. A normal character has a carrying capacity of STRx5kg, heavy load is STRx10kg, and very heavy load is STRx15kg. Someone with Sherpa has a carry capacity of STRx8kg, a heavy load of STRx(8-13)kg, and a very heavy load of STRx13kg.

    This is less than someone without the edge!

    BTW, What should it be? I can think of at least 2 different variations-

    1) +3kg to all bands for 8/13/18kg

    2) +3kg to the base (5kg),that is dobuled and tripled for 8/16/24kg


    PS. What are the effects of upgrading?

  3. #78
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    Quote Originally Posted by tonyg
    For errata-
    The Sherpa edge is messed up. A normal character has a carrying capacity of STRx5kg, heavy load is STRx10kg, and very heavy load is STRx15kg. Someone with Sherpa has a carry capacity of STRx8kg, a heavy load of STRx(8-13)kg, and a very heavy load of STRx13kg.

    This is less than someone without the edge!

    BTW, What should it be? I can think of at least 2 different variations-

    1) +3kg to all bands for 8/13/18kg

    2) +3kg to the base (5kg),that is dobuled and tripled for 8/16/24kg


    PS. What are the effects of upgrading?
    Carrying capacity has ranges, or weight grades, if that helps it make more sense.

    Normally you can carry up to x5 STR before you are burdened.
    You can carry from x6 up to x10 STR as a heavy load.
    You can carry from x11 up to x15 STR as a very heavy load.

    Sherpa allows you to carry:
    Up to x8 STR normally.
    From x8 up to x13 STR as a heavy load.
    x13 and heavier STR as a very heavy load.

    So, Sherpa very much improves carrying capacity. Note that I would actually make the heavy and very heavy load x9 to x13 and x14 to x18 respectively, to keep it the same scale as carrying capacity on page 247 of the PG. That or change the numbers on page 247 to reflect the Sherpa edge.

    LQ
    Drunken DM and the Speak with Dead spell: "No, I'm not the limed-over skeleton of the abbot, and no this special key in my boney fingers does not open the door to the secret treasury! ... Oh crap."

  4. #79
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    So shrpa has no upper weight limit? If they can lift it they can carry it. Okay.

  5. #80
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    Quote Originally Posted by Liquidator Queeg
    So, Sherpa very much improves carrying capacity. Note that I would actually make the heavy and very heavy load x9 to x13 and x14 to x18 respectively, to keep it the same scale as carrying capacity on page 247 of the PG. That or change the numbers on page 247 to reflect the Sherpa edge.
    Will actually be doing the former in the errata, though I haven't gotten that far in my edits on the PG files. Life got in the way.
    Patrick Goodman -- Tilting at Windmills

    "I dare you to do better." -- Captain Christopher Pike

    Beyond the Final Frontier: CODA Star Trek RPG Support

  6. #81
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    Quote Originally Posted by tonyg
    So shrpa has no upper weight limit? If they can lift it they can carry it. Okay.
    Actually yes, it would, but I don't have my books or notes here to see what it would be.

    Oh, and an upgrade would add 3 to each load category. Sherpa x2 can lift very heavy things.
    Patrick Goodman -- Tilting at Windmills

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    Beyond the Final Frontier: CODA Star Trek RPG Support

  7. #82
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    Cool. Thanks. Carry capcity doesn't usualy come up, but I've got one or two players who might try carrying everything from a runabout to the kitchen sink if they an edge is supposed to allow it.

    "The good news is that the phaser hit was blocked by the kichen sink strapped on your back; the bad news is that the sink's containent field has been breeched!"

  8. #83
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    Kitchen sinks are cool, but a runabout? I think not. However, having some strong someone with Sherpa or Sherpa x2 can really come in handy when that big old chunk of metal that's fallen from the ceiling happens to be lying on your leg and the compartment is on fire, or some such disaster.
    Patrick Goodman -- Tilting at Windmills

    "I dare you to do better." -- Captain Christopher Pike

    Beyond the Final Frontier: CODA Star Trek RPG Support

  9. #84
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    Yeah, I know what you mean. I am working up some NPC crewmembers for a new campaign, and try to give ach one a trait or two to perosnalize them. One is going to be a Kasheetan with a high Strength and an upgraded Sherp edge. I figure he will be useful lugging around pattern enchancers and stuff. Maybe throw a wounded character, with pack, over his shoulder.

  10. #85
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    Quote Originally Posted by PGoodman13
    Actually yes, it would, but I don't have my books or notes here to see what it would be.

    Oh, and an upgrade would add 3 to each load category. Sherpa x2 can lift very heavy things.
    Okay, Tony, I took a look at things and Liquidator Queeg is right. Normally, a character's normal load is up to x5 STR, a heavy load is from x6 to x10 STR, and a very heavy load is from X11 to x15 STR.

    With Sherpa, that becomes x8 STR for a normal load, x9 to x13 STR for a heavy load, and x14 to x18 STR for a very heavy load. You'd have to use Trait Upgrade to do it, but if you upgraded to Sherpa x2, those numbers would be x11 STR, x12 to x16 STR, and x17 to x21 STR respectively.
    Patrick Goodman -- Tilting at Windmills

    "I dare you to do better." -- Captain Christopher Pike

    Beyond the Final Frontier: CODA Star Trek RPG Support

  11. #86
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    This will be coming up in the errata for the PG, which will be ready shortly. However, since we were talking about it, I thought I'd post it here just for the heck of it.

    Page 137, Sherpa edge. The wording of the Effects section is unclear. Change it to read as follows: "For the purposes of calculating encumbrance and carrying capacity, your normal load is up to Strength x 8 or less in kg. Your heavy load is Strength x (9 to 13) kg and your very heavy load is Strength x (14 to 18) kg. You can lift up to Strength x 23 kg (see page 79)."
    Patrick Goodman -- Tilting at Windmills

    "I dare you to do better." -- Captain Christopher Pike

    Beyond the Final Frontier: CODA Star Trek RPG Support

  12. #87
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    Okay, the thread is closed for Player's Guide problems, since I've just about got the errata for that book finished, and a good chunk of FAQs and rules clarifications dealt with. It's still open for problems associated with the Narrator's Guide, however, since that won't be dealt with for a little while to come.

    Thanks for playing, guys. It's because of things I've learned in this thread that I've been able to come up with what I think is a pretty comprehensive set of errata and rules fixes. Let's keep up the good work for the NG.
    Patrick Goodman -- Tilting at Windmills

    "I dare you to do better." -- Captain Christopher Pike

    Beyond the Final Frontier: CODA Star Trek RPG Support

  13. #88
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    Pushing The Engines Problem

    Here is a NG problem.

    When you push the engines to go past sustainable speed the Engineer makes a skill test. Okay.

    Now once, you are at these speeds a reliability test is required each hour to keep at maximum speed or the ship drops out of warp and must be repaired. The realibilty test is a 2d6 roll plus the realiaibly mod of the engines against a TN10+Speed. THis means that most ships can't maintain max speed for more than a hour or so. For example a TOS-era Constiution class going at Warp 8 with Reliabilty D (+6) engines would need to roll a 12 on 2d6 to contiune at max warp after one hour. This is typical of the TN's for most ships. About the best is something with the LF-47 engine (TN18, with +8 relaibility means a 1in 6 chance of pushing the engines for more than an hour). This doesn't make emergency speed very useful (can't get far in an hour, even at warp 9.9), plus it doesn't fit in well with sources that say that most ships can mintain max warp for 12 hours or so.

    How do we calculate the TN for TNG er ships with wf9+ max speeds. For example a Galaxy-class starship has a max of 9.6, is this a TN 19 (10+wf9), 20 (10+wf9, +1), or 25 (10+wf9+6)? (with a +6 relaibilty mod the ship needs to roll a 12+ just to make the 19!).


    Maybe this should be a engineering skill test (modifed by relaibilty) rather than a straight reliaiblty test?

    Maybe the TN should be a bit lower. How about starting at the ship's warp speed and increasing 1 per hour?


    Maybe the TN shouldn't be set by the actual warp speed at all, by by how hard you push the engines. My theroy being that running a PB-4 engine (wf 3/4/6 reliability B) at Warp 6 is probably pushing that engine as much if not more than pushing a PB-32 engine (wf6/7/8 Reliaiblity D) at Warp 8.

    Maybe a ship can travel a max warp for 2xrealiblty mod in hours before it needs to make the relaibilty test?
    Last edited by tonyg; 06-09-2006 at 02:37 PM.

  14. #89
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    Just a note to let you folks know that we listen to you. Wanted to let you guys know what has (and hasn't) been addressed in the errata/FAQs from these threads (companions on both Decipher and trek-rpg.net forums). As I said earlier, with luck I should be able to post the errata on Friday. Some items weren't addressed in the errata, mostly because of self-imposed time limits and the fact that some of the fixes needed some extensive work. Some things will be addressed in separate "optional rules" articles on the website in the (hopefully) near future. Also, there are other things dealt with in the errata that weren't mentioned in these threads, but you're just going to have to wait on those.

    Items Addressed in Errata
    In no particular order:
    • Edges/flaws/skills with incorrect names
    • Stacking of professional abilities
    • Attribute modifier table
    • Psionics


    Awaiting Separate "Optional Rules" Articles
    Likewise in no specific order
    • System Operations skill
    • Mixed species
    • Knowledge skill group
    • Combat options (might tackle in NG work when it rolls around)


    There are, of course, a lot of typo fixes and that sort of thing. I'll let you know when I post the actual errata.
    Patrick Goodman -- Tilting at Windmills

    "I dare you to do better." -- Captain Christopher Pike

    Beyond the Final Frontier: CODA Star Trek RPG Support

  15. #90
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    Because I'm a stubborn bone-headed fool, I'm working on the errata for the Narrator's Guide. I am therefore bringing this topic back from the dead to see if anybody thinks anything in particular therein is in need of repair. I'll go in and review it all soon, but in the meantime if there's something on your mind, this is the place to bring it up.
    Patrick Goodman -- Tilting at Windmills

    "I dare you to do better." -- Captain Christopher Pike

    Beyond the Final Frontier: CODA Star Trek RPG Support

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