Difference between revisions of "The Big SD"

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===Tech Categories===
 
===Tech Categories===
 
+
Material Science: Makes stuff <br>
 +
Energy Science: powers stuff <br>
 +
Biological science: Makes life <br>
 +
Mind Science: affects minds <br>
 +
Spacial Science: navigates/affects space <br>
  
 
===Magic Categories===  
 
===Magic Categories===  

Revision as of 10:29, 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.

technology

There are 5 tech and 5 magic causalities. Each runs from 0 to 1000 From 0 to 100 each point costs 1 RP at game start. From 101-200 it costs 2 RP, from 201-300 3 RP and so on.
Each SP gives 50 RP at game start.

Tech Categories

Material Science: Makes stuff
Energy Science: powers stuff
Biological science: Makes life
Mind Science: affects minds
Spacial Science: navigates/affects space

Magic Categories

Alteration: changing things
Movement: Moving things
Conjuring: creating things
Destruction: destroying things
Mentalism: affecting minds