Difference between revisions of "The Big SD"

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Why do you drop an SD?
 
Why do you drop an SD?
  
=Big SD design element ideas=
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==Big SD design element ideas==
  
 
1: A solid interesting setting which allows a large number of different types of powers
 
1: A solid interesting setting which allows a large number of different types of powers

Revision as of 04:45, 3 July 2010

Please answer the following questions on the Talk Page

What do you consider makes a good SD?


What do you consider some of the best SDs you've played? (please provide likes if able)


Why were they so good?


What is the best style of GMing for an SD?


What keeps you playing an SD?


Why do you drop an SD?

Big SD design element ideas

1: A solid interesting setting which allows a large number of different types of powers

2: a solid system with a dice roll base conflict resolution system.

3: a mechanic that encourages PVP or at least player interaction (external resources people need?)

4: some way of limiting player numbers or player alliances for better management

5: An unsafe universe but a safe continuing SD.

combat resolution

Combat takes place between battle groups a battle group is all the units that roll together in combat, and is usually about a battalion (about 1000 infantry and their attachments) roll two dice 10 for each battle group. The first roll is attack the second is defence

attack is added to firepower, mobility or electronics. Each (X) points in the two unused stats adds +1 to the roll. defence is added to mobility, stealth, electronics or armour each (X) points of the unused stats add +1 to the roll.

Each 1 that attack beats defence causes 10% causalities among the enemy battle group

Maybe: Rolling under the best of (armour, mobility, stealth, electronics- attacking stat) allows a unit to save and take (LESS/NO) causalities.