Post by stonetoflesh on Dec 30, 2008 13:20:13 GMT -6
Yesterday I decided to try using OD&D instead of Classic Traveller for a SF Mission Impossible game set in the 23rd century Solar System (think Cowboy Bebop, Pohl's Gateway, etc.). It worked far better than I first anticipated, and I plan to tinker with what I've got to further develop the setting rules. I did most of this on the fly, so I don't yet have detailed lists of armor damage reductions, weapon ranges and damage, and other fiddly bits like that.
The Characters work for the Solar Federation's Department of System Security, Bureau 15 (Impossible Missions Bureau, or IMB). The agents are divided into three major Branches:
Neutralization: military commando and strikeforce-type operations, bonuses to damage and ability to use advanced military-grade combat equipment (power armor, attack drones, etc.).
Infiltration: bonuses to stealth, surprise, stealing, sneaky stuff.
Investigation: more scholarly, focused on intelligence gathering, surveillance, etc. Eidetic memory, best computer, research, and sensor-tech abilities.
Additionally, agents can choose a specialty appropriate to their Branch (electronics, demolitions, wheelman, disguise, etc. or perhaps a particular scientific discipline). The specialty may come into play mechanically at the DM's discretion.
Stats were standard with +1/-1 modifiers.
HP was STR+CON/2 with no level increases.
Due to their extensive training and conditioning, all agents attack and save as Fighting Men.
PC agents began our game at level 3.
For each level, PC agent gains 1 "Wyrd point", which could be expended similar to Top Secret's Fame points to increase an action's chances of success, avoid a killing blow, do double damage, etc.
Armor class decreased with level, so a level 1 character would be AC 9, level 3 would be AC 7, etc. Armor and energy shields absorb damage, but bulkier armor detracts from AC. I improvised mods for range, movement, cover, etc. based on my recollection of the Top Secret gun combat modifiers.
In game, most of the rulings were of the "roll-under stat on d20/4d6/percentile" or "1-2 on 1d6/1d12" varieties. There were also some Chaosium-ish percentile rolls derived from stats (stat times multiplier +/- mod) and even some of what I call the "Arneson Method" thanks to a sig on these boards: "roll those dice, and I'll tell you if you succeed!"
We had a blast playing this, and the experience only reinforced in my mind how fast and flexible OD&D really is.
The Characters work for the Solar Federation's Department of System Security, Bureau 15 (Impossible Missions Bureau, or IMB). The agents are divided into three major Branches:
Neutralization: military commando and strikeforce-type operations, bonuses to damage and ability to use advanced military-grade combat equipment (power armor, attack drones, etc.).
Infiltration: bonuses to stealth, surprise, stealing, sneaky stuff.
Investigation: more scholarly, focused on intelligence gathering, surveillance, etc. Eidetic memory, best computer, research, and sensor-tech abilities.
Additionally, agents can choose a specialty appropriate to their Branch (electronics, demolitions, wheelman, disguise, etc. or perhaps a particular scientific discipline). The specialty may come into play mechanically at the DM's discretion.
Stats were standard with +1/-1 modifiers.
HP was STR+CON/2 with no level increases.
Due to their extensive training and conditioning, all agents attack and save as Fighting Men.
PC agents began our game at level 3.
For each level, PC agent gains 1 "Wyrd point", which could be expended similar to Top Secret's Fame points to increase an action's chances of success, avoid a killing blow, do double damage, etc.
Armor class decreased with level, so a level 1 character would be AC 9, level 3 would be AC 7, etc. Armor and energy shields absorb damage, but bulkier armor detracts from AC. I improvised mods for range, movement, cover, etc. based on my recollection of the Top Secret gun combat modifiers.
In game, most of the rulings were of the "roll-under stat on d20/4d6/percentile" or "1-2 on 1d6/1d12" varieties. There were also some Chaosium-ish percentile rolls derived from stats (stat times multiplier +/- mod) and even some of what I call the "Arneson Method" thanks to a sig on these boards: "roll those dice, and I'll tell you if you succeed!"
We had a blast playing this, and the experience only reinforced in my mind how fast and flexible OD&D really is.