Friday, May 1, 2015

3 more...and more


Here is one cover idea in 3 versions--I like this cover idea being simple. So if you like one let me know--and if you hate them? I am cool with you letting me know that as well.

Meanwhile back at Starbase Brandon, Darren Bulmer is helping to make Far Trek's next edition a lot more interesting by supplying creatures and aliens found in the Trek animated series!  They will all be included Appendixes!

In addition new classes (merchants/Special Citizens/Klingons/Romulans) will also have their own Appendixes.  So a retooled and upgraded Far Trek is coming right along...the voyage continues...

9 comments:

  1. Definitely black, and I would go for the one on the right design wise.

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  2. I love what you have done with Far Trek and wanted to ask, will the next version have maybe an optional damage system for those of us who like that sort of thing? Also the cover on the lefthand side is the best :)

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    1. Thanks kindly Andrew! Currently no variable/optional damage in the hopper. That does not mean it can't be done, just not part of the scope of work I am focused on currently. Adding new races and new classes to expand the scope of the game and universe was more of what I was looking at for the revision.

      That being said--is this something more people need in their game?

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  3. Well perhaps a better/expanded explanation of how you see the damage/combat system working would be of a greater help? I, speaking only for myself, can't get my mind around how it works in the v2 document.

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    1. Hi Andrew--sorry about any confusion. Combat is an active test with both attacker and defender roll 3d6+attribute+skill bonus. Attacker hits if their total is higher, defender is safe if their sum is higher.

      The concept of damage is more of a cinematic experience than a crunchy numerical "hit point" loss. In gamer terms, every hit scored on a target requires the defender to make a "save versus being knocked out." This is a 3D6+ST roll. This target number starts at 8 for the first hit, but ramps up with each additional hit (8,11,14,17, etc.) Each additional hit you take makes the target number to stay conscious and fighting more difficult.

      You always have the option to change the initial "stay in the fight" TN when someone is hit by specific weapon type like Fists TN5, arrows thrown items TN8, Blades TN 11, Firearms TN14. Stun rays/beam weapons TN17. Explosives TN20

      Hope that helps!

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  4. Sure thanks! Also how does that effect certain Talents that "add to damage"? That's what is confusing me the most. Adding that to the rules, what you wrote above, would go a long way to clearing it up, or if it is there, making it its own section. :)

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    1. Those are a"bugs" getting squashed in the revised edition. It should read as the defender test one TN higher than normal if it by a character using this talent.

      So for Brawler for example, the defender if hit would test one TN higher than normal if hit. So test a TN 11 instead of a TN8 for the first hit.

      Thanks for the questions and your patience!

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  5. I like the third one, with the ship along the bottom.

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