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Alternate Resolution Mechanics for Starcluster System

Started by flyingmice, June 06, 2010, 06:06:18 PM

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flyingmice

The first one I'm putting up is the StarKarma Diceless drop-in mechanics.

If you are familiar with the StarCluster system games, take a look and see what you think. I'll be posting more as I set them up.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

flyingmice

The next one I'm putting up is the Star20 drop-in mechanics.

If you are familiar with the StarCluster system games, take a look and see what you think. I'll be posting more as I set them up.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

flyingmice

The next one I'm putting up is the StarPerc d100 drop-in mechanics.

If you are familiar with the StarCluster system games, take a look and see what you think. I'll be posting more as I set them up.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

flyingmice

The next one I'm putting up is the StarPool d20 dice pool drop-in mechanics.

If you are familiar with the StarCluster system games, take a look and see what you think. I'll be posting more as I set them up.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

flyingmice

The next one I'm putting up is the StarNova d6 roll and add drop-in mechanics.

If you are familiar with the StarCluster system games, take a look and see what you think. I'll be posting more as I set them up.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

Bloody Stupid Johnson

OK...Hmm...
I skimmed over them...not with great depth I'm afraid. I grabbed StarCluster 2E when this was a free download but that's the extent of my familiarity.
What's the rationale for having (I assume) different plug-in core mechanics for the system...just so people can pick what they feel like?

Of the systems I think the Star Perc (d100) was actually my favourite - even though that was the same as the 2E Star Cluster. I actually don't see why you'd use d100s when you're working in 5% increments anyway - I have a soft spot for d20 roll-under systems after Dragon Warriors, since it makes it really easy to roll alot of dice rapidly e.g. when characters are getting shot at alot. (Plus, I don't think the human mind can realistically design a system that's accurate to within 1% or 2% tolerances without creating something that's totally over the top).
I thought you might have actually done this in the D20 version but checked it out and was surprised to find JAGS dice and die pools instead...

Also:
*the StarNova d6 additive system has very different damage output to the d100 system by the looks, since the d6 system adds how well you succeed to damage and the d100 system doesn't?
*the 'JAGS roll' (Star20) subsystem will have a different distribution of dice results to the d100 system, of course...e.g. looks like damage rolls will usually be 1 or 2 successes (usually equivalent to fairly low rolls e.g. 20% most of the time). I also expect compared to say the d100 system higher skill ranks become disproportionately good in this system compared to the d100 system, and might need an alternative purchase cost chart even?

flyingmice

Quote from: Bloody Stupid Johnson;386130OK...Hmm...
I skimmed over them...not with great depth I'm afraid. I grabbed StarCluster 2E when this was a free download but that's the extent of my familiarity.
What's the rationale for having (I assume) different plug-in core mechanics for the system...just so people can pick what they feel like?

Yep. People have different tastes, and I like to push down such things to the group level, so they can choose what they want to use.

QuoteOf the systems I think the Star Perc (d100) was actually my favourite - even though that was the same as the 2E Star Cluster. I actually don't see why you'd use d100s when you're working in 5% increments anyway - I have a soft spot for d20 roll-under systems after Dragon Warriors, since it makes it really easy to roll alot of dice rapidly e.g. when characters are getting shot at alot. (Plus, I don't think the human mind can realistically design a system that's accurate to within 1% or 2% tolerances without creating something that's totally over the top).
I thought you might have actually done this in the D20 version but checked it out and was surprised to find JAGS dice and die pools instead...

Yep! I have one that is basically the same as StarPerc, but uses a d20, and I'll be putting it up as soon as I get it into the same format as the others.

QuoteAlso:
*the StarNova d6 additive system has very different damage output to the d100 system by the looks, since the d6 system adds how well you succeed to damage and the d100 system doesn't?

Yes. The multiplier for the Constitution is adjusted accordingly. In StarPerc it is X10, in Star20 it's X8, in StarNova X2, etc.

Quote*the 'JAGS roll' (Star20) subsystem will have a different distribution of dice results to the d100 system, of course...e.g. looks like damage rolls will usually be 1 or 2 successes (usually equivalent to fairly low rolls e.g. 20% most of the time). I also expect compared to say the d100 system higher skill ranks become disproportionately good in this system compared to the d100 system, and might need an alternative purchase cost chart even?

Exactly. That is the effect I was looking for, so there is no need to change the skill acquisition rate. I am not trying to mimic the feel of any one mechanic using another. Using these different mechanics will give the games a vastly different flavor. That is their purpose. The d100/d20 mechanics are the only ones that would give essentially the same feel in play. The others will feel very different indeed!

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

Bloody Stupid Johnson

OK cool...the multiple plug in systems approach is an interesting one anyway so guess we'll see how it turns out. I've never seen anything quite like it and I imagine they would feel quite different.

Good work on the modularity - getting the same stat range to convert to the different applied numbers like # dice, %, TN must've been tricky but looks like you're getting the same set of attribute/skill numbers to work across the methods quite well - when I first heard you were using multiple plugin mechanics I thought it'd drastically increase character writeup space but no, same numbers convert :)

Guess you could even build an 'old school' system this way where you mix n' match the approaches for different subsystems...one system for attribute checks, another for skills, a third for damage..

flyingmice

Quote from: Bloody Stupid Johnson;386201OK cool...the multiple plug in systems approach is an interesting one anyway so guess we'll see how it turns out. I've never seen anything quite like it and I imagine they would feel quite different.

They do - I've run games using all of these systems, and they all feel drastically different.

QuoteGood work on the modularity - getting the same stat range to convert to the different applied numbers like # dice, %, TN must've been tricky but looks like you're getting the same set of attribute/skill numbers to work across the methods quite well - when I first heard you were using multiple plugin mechanics I thought it'd drastically increase character writeup space but no, same numbers convert :)

Thanks! I enjoy doing system stuff like this, so it's been a lot of fun. It's what I envisioned when I first wrote the system, but there were a couple of problems that I needed some seasoning to overcome. Now that the interface is established, it's pretty simple to write a set of mechanics to access it. I basically wrote StarNova in my head walking home from work one rainy afternoon.

QuoteGuess you could even build an 'old school' system this way where you mix n' match the approaches for different subsystems...one system for attribute checks, another for skills, a third for damage..

Heh! That could indeed be done! Never thought about it that way... :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

flyingmice

The next one I'm putting up is the StarRisk drop-in mechanics.

If you are familiar with the StarCluster system games, take a look and see what you think. I'll be posting more as I set them up.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT