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Has anyone here checked out the d20 stuff put out by Amarillo Design Board for Prime Directive? In hopes of getting a nice pre-made d20 Star Trek rules set I ordered the main book. Now granted, they're the same folks who do the Starfleet Battles game, which is a non-canon version of the Trek universe around TOS era. So it has it's own timelines, races, etc. Fair enough, but I found the supplement poorly done in what I've looked through so far (at least for Character Classes). I was wondering ifanyone has it/uses it, so I could get some pros/cons I hadn't seen yet.
So far the most notable detraction is that the Naval Line Officer (which was a sensible creation since helm/nav/weapons are all very similar) is specific to SFB rules set, which requires that you use these rules to gain any benefit from this class. While I do happen to have that rules set, there's no way on earth my RPG freinds would go for a session of that, so I did have to re-do the class to fit with a more 'pure trek' setting.
Another problem is more with the thoroughness of the product. Unlike their exhaustive rules sets for SFB, this supplement suffers from internal organization problems. The Naval Line Officer class, for example, has reference to several skills (Strategy, Tactics-Int Skills) that are not listed in the master skill list. Class Abilities are frequently listed out of order, as are some skills. I also disagree with some skill choices (notably under knowledge skills).
I also feel that the author may have been a touch too "Spock Happy". Vulcans have some pretty good bonuses, but the ECL is listed as "Optional: +3" (WTF?). Science Officers also receive a d8 for hit points where most other Starfleet classes get d6s. They get a lot of skill bonuses as well, though this may be perfectly fine, I have yet to go through this as thorougly.
That said, I did like their treatment of most of the other naval classes, at least to read over them. The next challenge is finding a group that would play this.
If anyone has/uses this rules set, drop us a line and tell us what ya think!
So far the most notable detraction is that the Naval Line Officer (which was a sensible creation since helm/nav/weapons are all very similar) is specific to SFB rules set, which requires that you use these rules to gain any benefit from this class. While I do happen to have that rules set, there's no way on earth my RPG freinds would go for a session of that, so I did have to re-do the class to fit with a more 'pure trek' setting.
Another problem is more with the thoroughness of the product. Unlike their exhaustive rules sets for SFB, this supplement suffers from internal organization problems. The Naval Line Officer class, for example, has reference to several skills (Strategy, Tactics-Int Skills) that are not listed in the master skill list. Class Abilities are frequently listed out of order, as are some skills. I also disagree with some skill choices (notably under knowledge skills).
I also feel that the author may have been a touch too "Spock Happy". Vulcans have some pretty good bonuses, but the ECL is listed as "Optional: +3" (WTF?). Science Officers also receive a d8 for hit points where most other Starfleet classes get d6s. They get a lot of skill bonuses as well, though this may be perfectly fine, I have yet to go through this as thorougly.
That said, I did like their treatment of most of the other naval classes, at least to read over them. The next challenge is finding a group that would play this.
If anyone has/uses this rules set, drop us a line and tell us what ya think!
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Re: d20 Star Trek?
Thu, July 13, 2006 - 5:50 AMin general; I've never had much luck with Star Trek RPGs.
the problem is the setting:
You're an officer. Captain says jump and everyone says "yes sir; how high sir?" and there's always a strict chain of command between the PCs leaving at least one guy at the bottom of the totem pole. The way around it I found was to play Non-Starfleet characters, like Privateers and whatnot. I played Back when FASA had the game and they had a nice supplement for Non-Military characters.
As far as the D20 system goes; It would be fairly easy with some modifications to alter D20 Future to fill your needs. With the book you've got, you could steal what's missing from it and add it to the D20 Future set.
Anyway, that's my best suggestion. -
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Re: d20 Star Trek?
Wed, July 19, 2006 - 3:44 PMMy suggestion would be to ditch the D20 and go with GURPS Prime Directive. But then ditching D20 and going with GURPS is my suggestion for everything. -
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Re: d20 Star Trek?
Wed, July 19, 2006 - 5:14 PMHave some GURPS stuff, never knew any interested players though. I use GURPS stuff for resource material for adding various fatures to other systems. Martial Arts was one I bought, just to see the rules on it. Same with Special Ops, High Tech, etc.
I would say it's a solid well-thought out system, so I'd guess that supplement would be better to read, sanity-wise. However, my group is in too deep with d20 system to back out. :-) -
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Re: d20 Star Trek?
Wed, July 19, 2006 - 7:07 PMIncidentally, my ex-roommate's opinion is that the latest edition of GURPS is far superior to previous efforts... -
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Re: d20 Star Trek?
Wed, July 19, 2006 - 8:10 PMI've got the 4e of GURPS and it's pretty darn good. I don't know if I'd say FAR superior 'cause I thought the previous efforts were pretty good too. It just cleans up a few minor problems and consolodates things that have acumulated over the years.
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