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11:04 PM
My out-of-context quote for the day: "Put something on top of your head. This is hilarious."
 
> "Bad hat! Them ain't eatin' brains!"
 
11:24 PM
@Shalvenay I think I've been here before, just a long while back
 
11:36 PM
Thanks Shalvenay!
I actually came by to ask a question that has been deemed "shopping" (though I disagree, but I digress...)
 
I'm in a tabletop rpg where the world is based on the game Mass Effect, but the mechanics are lifted as much as possible from DnD5e. What it lacks is a system to deal with space combat - ie ship-ship.
Yep!
@Axoren - yep!
I'd just like to know if someone, somewhere, has already devised a system that could deal with that that we could annex onto the one we're using - ie. compatible with DnD5e mechanics (though if not hugely compatible probably doesn't matter as there's a bit of a divide being inside a space vessel)
even if it's just a concept that we could continue building. We're discovering homebrewing this from scratch is... complicated. Playtesting has revealed that it's a long way from actually ready, but we're having to limp through...
 
@IsaacReefman "Is there a system with Y" is very close to a Shopping question. I recommend you look to systems like Starfinder and Stars Without Numbers and stealing the best parts from their systems, and homebrewing your own.
 
Starfinder or Stars Without Number would be your best bet, yeah
 
I've done Starfinder combat and am not a fan, but I like it better than Stars Without Numbers combat.
 
11:40 PM
Awesome! thanks!
 
Starfinder would require special skills, however
A skill in piloting, specifically.
 
Starfinder has a weird thing where you do turns in one order, then turns in another
@TheThirdMage Piloting and Gunning can be handled by Other Proficiencies
 
Fate has several ship-to-ship combat systems in various iterations.
 
Treat ships like Land/Water Vehicles depending on where they are in relation to planets/space or just make a third type of Vehicle proficiency for them
 
Right. Well piloting is a skill that was added for MassEffect5e - maybe we should consider homebrewing in a gunning skill...
 
11:42 PM
IIRC there's a starfinder srd online
Or the pdf of the book is available from the website
 
I love how Stars Without Number does planetary navigation
 
And the system's narrative bones mean it's usually relatively easy to tack Fate subsystems into a campaign alongside (but rarely intermingling with) another system's mechanics.
 
@Axoren - except you can't shoot as character off of a space-ship, as you have to have hull integrity.
 
@Axoren Is that the one with a guide for randomly generating system interactions in groups of six?
 
@IsaacReefman Not gonna lie, I've only heard about MassEffect5e like 2 minutes ago
@BESW This is what a SWN map looks like: farts.rndrpg.com/olympus_theta.php
 
11:44 PM
@Axoren all g man. I guess I was just pointing out how vehicles in 5e are problematic as a basis for the mechanic we're trying to get.
 
One of our characters was an intergalactic food critic.
So I set up an online blog for him
 
Oh, no, that's not what I'm thinking of at all.
...what AM I thinking of? [wracks brain]
 
... he then was captured by sacrificial buddhists and we didn't continue with the campaign because of scheduling.
Now that I think about it, that game was really fun because everyone was essentially playing a different game and our GM did a really good job of handling it.
 
Hah! Diaspora.
 
How many RPGs have significantly assymetric play?
 
11:47 PM
Each dot is a system. Each system is connected to between one and three other systems.
 
C's got 4.
 
You generate system map connection randomly with 4dF (negative is "connect to next in line," zero is "like minus AND next unconnected after that," positive is "like zero AND next unconnected after that"). This kind of map automatically creates choke points, dead ends, trade hubs, backwaters, whatever those mean in an interstellar map or a map of a dungeon or a character relationship map. And then you connect these systems to each other by treating each group as a point on a larger map.
So it's as fractal as you like.
 
Could you give a working example?
Let's say we've got ZYXWVU
How would you generate the connections?
 
[pulls up Diaspora]
Okay, you begin by rolling 4dF for the first world (Z).
4d
 
 
11:51 PM
That's +++-, for a total positive result.
- On a negative result, connect the system to the next neighbour in the line.
- On a zero result, connect the system to the next neighbour in the line as above, but also, if a system further down the list has no connections, connect to that neighbour.
- On a positive result, do all that you do for a zero result and if another system further down the list has no connections, also connect to that neighbour.
So we connect Z to Y, X, and W.
 
So, you're always connecting FORWARD, right?
 
Right.
Then we roll for Y.
4d
 
 
That's -+--, right?
 
That's -+--, total negative.
 
11:54 PM
So it only connects to X
 
Right.
Now X.
4d
 
 
-0+0?
 
-0+0, total zero.
 
So, since W already has a connection, we connect X to V?
 
11:55 PM
Connect X to W and V.
 
I have actual fate dice handy, want me to roll for y'all?
 
No thanks, I've got the script and this way everyone can see what we're doing.
 
@TheThirdMage What we've got works, it'll be harder to keep a record if we roll real dice
 
Now we roll for W.
4d
 
 
11:56 PM
Aight
 
--++, another zero. Connect W to V and U.
Rolling for V.
4d
 
 
0++-, total positive. Connect V to U and... there's nothing after that, so just connect V to U.
U doesn't get a roll, because it's got nothing left to connect to.
 

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