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RE: (FT) Crew Quality

From: "Damond Walker" <dwalker@s...>
Date: Tue, 22 May 2001 17:02:47 -0400
Subject: RE: (FT) Crew Quality



> -----Original Message-----
> From: owner-gzg-l@lists.CSUA.Berkeley.EDU
> [mailto:owner-gzg-l@lists.CSUA.Berkeley.EDU]On Behalf Of David
Rodemaker
> Subject: (FT) Crew Quality
>
>
> Has anyone (or are there any plans for) used crew quality modifiers in
FT?
> Either the Good/bad/average style of SFB or breaking it up into the
same
> classes as DS/SG?
>
> Any thoughts on effects and point costs?

I've been working on (i.e. thinking about) using a subset of Fudge to
model
captain/crew values.  On the surface this looked pretty good but if I
was to
use the full line of Fudge statistics for this I would end up with
modifiers
in the -4 to +4 range.	A crew suffering from a -1 modifier on their
gunnery
should be eaten up by a crew with a +1 modifier (all other things being
equal).  Or what about an Legendary (+4) Engineering crew that could
repair
items on 2 or higher instead of the regular 6?

Modified 6's don't get rerolls.

I had a sensor operation skill which either reduced or increased the
range
of active/passive sensors, crew morale statistics, etc.  You didn't have
to
use Fudge Dice to use the mods as they pretty much just acted as
modifiers
to the regular D6 rolls.  You would use the Fudge Experience system to
improve the  abilities of your crew -- assuming you survived long
enough.

The above is all part of a campaign I'm design as we play it.  We havn't
gotten into the Fudge aspect yet but we will shortly.

Damond


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