Hello everyone.
After buying and playing the game, there are a number of things that didn’t make sense to me so, with a lot of stress, I started thinking and tinkering.
I don’t understand Daring. In the name, it’s a personality trait rather than an attribute. How daring a character is should be controlled by the player. Instead, i use Reason for anything technical or Control for piloting. I use Fitness for melee combat.
In roleplaying, the players only control what the character does. Part of the use of momentum is that players can affect the world space. And the GM is limited by the amount of Threat. So I don’t allow that. If I want fog in a scene, it gets foggy. No Threat needed. And players only control what their characters does.
I don’t get players to roll zero difficulty tasks just to generate momentum as this feels very fuzzy. I feel that getting momentum from doing something minutes or hours ago should not impact an action. Momentum seems to be in the game to make doing hard things possible because hard tasks can’t be done using 2d20 roles (ignore Determination and Assistance). The 2d20 system has to have momentum else the whole system crashes.
The other thing I found with momentum is that, with ranged combat, players need to already have some momentum from other tasks to be able to use it. Example: Assuming the players don’t have any momentum, in ranged combat, you need 2 successes to hit so you can’t roll more than 2 successes on 2d20 to generate momentum…unless you roll 1’s or have a focus and roll under your discipline but most players won’t have a focus in phaser combat. A consequence of this is phaser Vs creature. Rules say +1 difficulty for ranged to hit if opponent is in Close or Reach range i.e. you need 3 successes to hit. If trying to shoot a Sehlat who is trying to claw your face off, you can’t shoot it unless you have momentum already. Course of action is run away…unless another player Assists by trying to distract the creature? Of course melee combat is an opposed role so how do you resolve someone with a ranged weapon Vs someone with a melee weapon?
Speaking of which, the rule that the person who initiated the opposed action of melee combat wins if the dice roles are equal feels wrong. If it’s a draw then neither should get the upper hand.
Finally, the idea that your Security value affects how much damage you do in ranged combat only makes partial sense. If I get shot by Wesley Crusher (Security= 1), it should cause the same amount of damage as being shot by Worf (Security= 4 or 5). But that’s not how the rules are as written. So, I’ve changed it so that a phaser type 2 does 5 challenge dice of damage and removed the security bonus from all ranged weapons and gave them a specific number if damage dice. Similarly for ship weapons that are modified in the rules by the Security of the officer. But not for melee combat where I do allow the Security to affect the number of damage dice.
Maybe I’m more towards a simulation type rpg than how the 2d20 systems have been written but it’s important to me that the rules are consistent with and should reflect “real world” mechanics.
So, thoughts, suggestions?