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Thread: Trek Diatribe

  1. #16
    As for switching systems, I think there is enough Trek in CODA. I think that it creates a good atmosphere for Trek (any game can have this atmosphere). The problem is not allowing vague rule to get in the way. With 8 people in the game (including the GM) 6 of them are letting the rules get in the way of having an enjoyable Trek experience. We even set up the chair in the room like the Star Ship bridge, and as soon as we can we are gonna have the officer color type shirts for the session. (Mustard, I can't wait)

    But for many, rules will get in the way, and I'm not talking about "God these rules are terrible why would I ever play this game?" (like GURPS) But more like These rules make no sense, hum, what doe that mean, what does that do, ship creation is silly, you can only advance twice, I don't get it.

    These players GET d20. All I am saying is that clarity goes a long way.

    Sigh. No we will not switch systems. We bought the books, we like how they look and (some of us) are having a blast. But I still need to know if System Overhaul is permanent or not ; - )

    Jason

  2. #17
    Join Date
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    Originally posted by Mr_Watson
    Page 153, Advancing Skills and Reactions. The descriptive text is misleading in stating that you may only spend a certain number of picks per advancement. The limitations are per advancement, not pick. Thus, a character may increase a maximum of two professional skills, one non-professional skill, two favored reactions, or one non-favored reaction per advancement (provided they have enough picks).

    5 Advancement
    "When you advance you can only raise two professional skills at all?"
    This is incorrect. You can only increase an individual professional skill by +2 during a single advancement (which would cost 2 picks), but with 5 picks, you could raise 5 professional skill by +1 each (if you don't want to use them for anything else). This forces a player to improve in multiple areas, to a degree, instead of being a munchkin and concentrating solely on one area. BTW, this also meshes well with 24th-century Trek in that SF officers endeavor to be well-rounded individuals

    Am I reading that errata wrong, cause the errata says that you can only increase a max of two professional skills per advancement.
    Oh my. You're not reading it wrong, I just put that rather obscurely. The problem was that each level in a Nonprofessional Skill costs two picks and the text said you could only spend one pick per nonprofessional skill in an advancement. So the errata should read that the numbers given for each stat's advancement are "levels gained per advancement."

    Sorry for the confusion.

    Trek is all about one trick ponies, the way I see the game, and the genre says that you need one trick ponies.
    I'm sorry, but I disagree. Spock was not just a sensor operator. Worf did more than whirl big pointy objects. O'Brien wasn't just an engineer. Tom Paris was not a pilot to the exclusion of all else. I want my PCs to have a similar amount of depth. Some one who has a two-digit level in one skill and +1 and +2 in anything else will (and in the past have) most definitely suffer in my game. To me Trek is about exploring, even if it's exploring one's self. And it's hard to do that if you're a great pilot, but can't walk and chew gum at the same time.
    Former Decipher RPG Net Rep

    "Doug, at the keyboard, his fingers bleeding" (with thanks to Moriarti)

    In D&D3E, Abyssal is not the language of evil vacuum cleaners.

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