Getting a Start on Mechanics

Monday, I didn’t work driving, so I worked on mechanics for the StarSea Fate rules. I started by looking at the one game I have available to me that uses Skill Modes, the Atomic Robo Role Playing Game. It made me realize I may have to do some research if I want races to act as modes, or more accurately mad me realize I need to simply reconsider the entire idea of races as modes.

But 4e Roles as Skill Modes is workable, once you examine Roles the right way. What I discovered is that since combat is detached from skills, you have to look at Roles a little differently. 4e’s roles are almost purely combat oriented, but there are certain skills you can expect with each role. As well, there are a couple of roles whose names have little to do with their skill bases, Controllers and Leaders being the primary sinners. The reality is, Controllers are the learned folk, most of them having a lot of Lore-oriented skills, while Leaders are typically social characters. To round things out, Defenders are strong, tough types, and Strikers are agile, generally sneaky types (although they also include some blitzers, who act more like Defenders). Once I did this analysis, I was more easily able to see how I’ll be dividing up the skills.

For reasons similar to race, I won’t be making Power Sources modes, either. While I haven’t re-read the Toolkit on Modes, the way they are handled in ARRPG, each character can have most of the modes. Your character rates each  mode, which gives him a cluster of skills all at the same rating. Skills in multiple modes become reinforced, and gain a level edge. As characters should not be of mixed power sources or races (there are no half-species in the StarSea), then those things cannot be modes.

Doing all this also started me on setting up a skill list, and comparing it to the Camelot Trigger setting (King Arthur’s Court in a future in which all of them ride Mecha) provided on the Worlds on Fire book. It has some similar concepts to the StarSea, so I decided I wanted to look at the names of skills, as they do a fair job evoking the chivalric ideal. I want to make some changes (for example, I’m pretty certain I don’t want a Resources skill, and I’m not real sure about contacts, but a Rank skill or some such to represent a character’s ability to requisition equipment might be more appropriate, as might something to represent knowing other knights.

I also started getting the mechanics of magic going, based on some of the ideas presented in the Fate Freeport Companion. Therein, magic is basically an extra that gives characters access to different spells based on which extra he chose (evoker versus necromancer versus “cleric,” etc.). While I originally didn’t care for the idea, as I looked at it again this week, I realized that I had bounced around the idea with myself of having different specialties for each order (such as telekinesis and telepathy for the Psionics, etc.) that I could use to create similar sets of extras for the StarSea.

I need to do a little research on the Modes issues, make some decisions about which skills exist and what modes they are in, and detail out my extras system, smooth things out into an integrated system, and I should soon after begin playing around with creating characters. I also need to work out a plot for the con game by the end of the week.

Just that…


About docryder

I'm an experienced table top gamer with an open mind to new game systems. I'm looking to explore ideas I've got. Some are pretty meta, some are pretty mundane. Welcome to my world.

Posted on January 26, 2015, in D&D 4e, Star Wars Fantasy. Bookmark the permalink. Leave a comment.

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