Originally Posted by
Fugazi Grrl
Never done much with d20 myself - we played a bit of Farscape, and a session or two of the Stargate RPG - both from Adlerac - and they were a lot of fun. But, I didn't really see the similarity to CODA a lot of people talk about.
My main issue with d20 is not with the system itself but with the canon characters statted out in the core books. Especially Farscape. My 8-year-old could beat up D'Argo according to those stats.
I think d20 tests tend to be a lot harder than CODA, or ICON tests. But, at least d20 D&D got rid of the 1HP/1 spell "magic user" from original AD&D.
Decipher's Starship combat system is probably the best I've ever played. I also enjoy the combat system for ship-to-ship combat in WEG's Star Wars. And ships are really easy to "stat out" in the Farscape RPG.
Thanks to all that have replied!
I was an angry AD&D 2nd edition player when 3rd Edition (d20) came out. It took playing in a game ran by a DM who knew the system well (and made it up well when he didn't) to make me appreciate it. Making a few jumps in logic here, my absolute first love is FASA Star Trek. That said (and risking more "sacrilege" here, LOL ) I can accept d20 because it's basically a percentile system divided by 5 (an "11" in d20 is a "55" in FASA Star Trek, for instance).
Using that as a basis, I can extrapolate all manner of FASA goodness and add the time-tested, sound d20 principles to it. For instance, I always wondered what a 55 Strength in FASA Star Trek "meant" (How much could I lift?; Exactly how strong was I?). In d20, that kind of thing is well established for all attributes.
Not to belabor the point, but I'm a *serious* FASA Star Trek fan =) The fluff is the best out there, IMHO - except for its spiritual forerunner "Spaceflight Chronology" (from which FASA liberally borrowed). FASA fluff should make Rick Berman and Brannon Braga blush... In my spare time over the years, I dreamed of making a "FASA Star Trek 3.0" and made substantial progress on it. It took me a while, but I realized that the logical solutions to many of the "upgrades" to the mechanics of the game had already been done. Yes, that would be d20.
I wasn't alone in that opinion. A respected game designer, I was to find out, reached the same conclusion independently. That game designer, a FASA Star Trek fan himself, went on to design a game called - "Prime Directive d20"!
Now, I don't think "d20 Star Trek" is necessarily perfect - it isn't. It's hard for me to wrap my head around a level-based Star Trek game. However, a lot of the level-independent mechanics are a perfect fit.
Now for a really dirty secret =) I think one of the best fits out there for a Star Trek RPG, especially if I could tinker with it a bit, is <drum roll please> ... TSR's Buck Rogers RPG!! At its base, it's a simplifed AD&D 2nd edition engine, but with a percentile-based skill system. That's what makes it so awesome! In fact, it solves a "problem" my group always had with FASA's skill resolution system: not factoring in raw attribute "power" into skill resolution. If you ever get to grab this under-appreciated RPG - do yourself a favor.
Anyway, I went on to do a hybrid FASA/d20 system for a short-lived campaign. If I were to do it again, I would probably hybrid it into a FASA/d20/Buck Rogers campaign!
Quickly: I'm also a HUGE Farscape fan. I once owned a few thousand dollars worth of the collector's cards - including the "F" card for those of you who know what that means (only 50 made). That said, I've never read my copy of Farscape d20. I just couldn't bring myself to do it, mainly for fear of being disappointed with the d20 stats (character, weapons, etc.), or totally despising any conjectured fluff material
Lastly, I've always wanted a "roleplaying" starship combat system ever since FASA teased (but never delivered) on "Bridge Alert: Condition Red!". Decipher's starship combat gives me goose bumps!! I love it and I've never even played it!! Fugazi Grrl, I've noticed you've done a lot for the system on Patrick's site (?). I've got ideas for two more maneuvers:
Transfer Power! - Command (?); TN Varies: You improve the status of one of the ship's systems by lowering the status of another system. TN based on how many tracks you wish to raise. Example: Lowering the Life Support two damage tracks to improve/"repair" two Weapons damage tracks.
Auxiliary Power! - Command; TN ?: Usable once per encounter, "repair" one damage track to any system.
Ok, time to power my geekiness down before I overheat...