Running Star Trek using 4e D&D

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18 Responses

  1. Very good ideas here. I’m glad I took at least some part in it. Tomorrow I’ll post my version of spaceship combat, maybe you’ll like some of the ideas too.
    Oh! And the table I was talking about. Maybe you’d find it useful. http://twitpic.com/4agyma

  2. Cygnus says:

    Cool ideas. Presumably you already know about WNMHGB?

  3. While my initial reaction was to vomit, I took a deep breath, counted to 10 and now feel it’s not the worst idea I’ve ever heard of ever.

    It would never replace my favorite way of playing what is one of my favorite subjects for gaming (that would be LUG’s Star Trek RPG using the ICON system) or even my second favorite way (that would be the FASA version) but I could see it having merit. With a few tweaks it could even be really cool.

    I am intrigued to hear more.

    • greywulf says:

      My first thought when I wanted to run a Star Trek game was to use Risus. But then, that’s my first thought for any campaign setting these days.

      I realized what we needed though was a game that had chargen with well defined party roles as well as rock-solid tactical-grid based combat.

      In short: Fourth Edition D&D. And thus, the idea was born.

  4. This reminds me of two things:
    How to handle a crew commanding a ship?
    -> http://www.herzliches-rollenspiel.de/wiki/index.php/SpaceRoles:Overview

    -> Someone else having a similar idea – using D&D 4 exception based design concept for a Sci-Fi Space combat game:
    http://www.enworld.org/index.php?page=space_fight
    Giving the names of the creators, I assume at least the latter could be known. :)

  5. Elton says:

    Black Holes don’t exist, Greywulf. They are mathematic points, and nature doesn’t make any points.

    They are great for science fiction. However, I’d rather use LUG Trek since I do have that game. If I didn’t, I’d be working with GURPS, Spacemaster, or some other game to get the results.

    Makes me feel bad that Copyright exists. I wish all the intellectual monopolists would be convinced that Copyright is bad for their business.

  6. dbv says:

    Great post as always, ‘Wulf. I particularly love two of the concepts you put foward, as they were solutions I found to similar problems:
    Spaceships as monsters: I was working on a hard sci-fi tookit for 4e that I was calling “Forth, among the stars”. Ship-scale combat worked as you propose, except I treated PC ships (such as the Falcon, or the Enterprise) as a Solo, where everyone took turns at the system they were helming (Engineering, Turrets, Piloting, etc) and had powers that contributed that way.
    The Gamma world origins as race + class was something I was using for a homebrew Legend of the 5 Rings game we played a few times. Races/Clans on one side, and “class” on the other gave that needed boost to your race to make it *matter* more than 4e.

    The one thing I’d suggest is more of an emphasis on Skill Powers as utility powers. I’d increase number of utility powers in a game so rife with non-combat encounters, as a further way of distinguishing similar characters.

    Good luck, and…
    Make it So.

  7. Herrozerro says:

    You know, while the intent is to make a scifi conversion this could also work great for a pirate game.

    I really like the idea for ship rules for combat.

  8. David says:

    I think my brain just exploded a little bit. This would make a really interesting TOS era game. Is this something you’re musing about, or should we expect to see some play reports?

  9. Oz says:

    Hmm… looks like someone played some Star Fleet Battles?

    This is a very intriguing take, especially given how challenging it can to be to capture the flavor of Star Trek in a game. I hope we see more.

  10. I’m lmao! Two years ago as part of my Groknard Trek RPG blog, I posted an article about homebrewed games based on other systems. One of them I cited:

    Perhaps the most recent and disturbing homebrew is based on WOTC’s D&D4E. Although I can see the appeal of a cross-genre “phasers vs. magic” style adventure, the conversion only provides stats for four characters: Kirk (Leader), Spock (Controller), McCoy (Defender) and Sulu (Striker). Furthermore, the powers are all combat oriented (i.e., the At-Will “Vulcan Nerve Pinch”), making Dungeons & Dragons: Final Frontier not very Trekish at all, and a rather foolish endeavor.

    …accompanied by this cover image: http://bit.ly/eUjP93

    :)

  11. Mike Berkey says:

    Speaking as the guy who wrote WNMHSGB, I love this. It looks like a blast. :-D

    I have a Darwinian view of rpg design–particularly in Trek. The more weird ass Trek adaptations there are, the better future designs will be as these cross-pollinate.

    Also, ‘wulf, I really like your new blog design. It’s very clean.

  12. Mica Fetz says:

    Hey ‘Wulf! I’ve been lurking around your site for a couple months. I really enjoy your posts. This Trek thing totally blew my mind. Then I spent a good bit of time that night playing around with my Adventure Tools: Monster Builder. My primary source was LUG’s Star Trek books. But, I’m also using ADB’s Prime Directive d20 Core Rulebook. —

    Federation “CONSTITUTION” – Class Starship Level 9 Brute
    Large XP 400

    HP 120; Bloodied 60
    AC 24; Fortitude 22; Reflex 21; Will 21
    Speed 6 Impulse Power (hover), warp drive 30
    Initiative +6
    Perception +11
    All-Around Vision 40, Darkvision 40

    Traits
    Crew: 435; Passengers: 235; Evac: 3,500

    Transporters:
    4 personnel, 6 cargo, 4 emergency

    Tractor Beams:
    1 fv, 1 av
    Standard Actions

    r Type VII Phaser • At-Will
    Attack: Range: 20/40 (Targets 1 ship); +19 vs. AC
    Hit: 2d10 + 4.

    A Photon Torpedoes • Recharge 4 5 6
    Attack: Range: 60; area 4 (one to four ships); +16 vs. AC
    Hit: 3d10 + 6 “A salvo of high-powered energy torpedoes flies forth; they impact the enemy craft, doing massive damage.”.

    Minor Actions
    Starfleet Deflector Shield • Recharge 5 6
    Effect: When shields are activated, the Federation CONSTITUTION – Class has 60 temporary hit points.

    Skills Stealth +11
    Str 14 (+6) Dex 14 (+6) Wis 14 (+6)
    Con 20 (+9) Int 14 (+6) Cha 14 (+6)
    Alignment      Languages —

    © 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.

    I also statted The Romulan D-7:

    Romulan D-7 “DEADLY” – Class Battlecruiser Level 9 Brute
    Large XP 400

    HP 120; Bloodied 60
    AC 21; Fortitude 22; Reflex 21; Will 21
    Speed 6 Impulse Power (hover), warp drive 30
    Initiative +6
    Perception +11

    All-Around Vision 40, Darkvision 40
    Standard Actions

    r Type V Disruptor • At-Will
    Attack: Range: 20/40 (Targets 1 ship); +12 vs. AC
    Hit: 2d10 + 4.

    A Torpedoes • Recharge
    Attack: Range: 60 (one to three ships); +12 vs. AC
    Hit: 3d10 + 6 “A spread of three plasma torpedoes impacts the enemy vessel, doing massive damage.”.

    Minor Actions
    IKAF Deflector Shield • Recharge
    Effect: When shields are activated, the Klingon D-7 has 45 temporary hit points.

    Romulan Cloak – 7 • Recharge
    Effect: + 28 to Stealth Check of the cloaked vessel; it may not use weapons, shields or transporters while cloaked.

    Skills Stealth +11
    Str 14 (+6) Dex 14 (+6) Wis 14 (+6)
    Con 20 (+9) Int 14 (+6) Cha 14 (+6)
    Alignment      Languages —

    © 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.

    I also have the Gamma World 4e games and really like the overlay concept – select a character race and a charactrer class; D&D uses it and LUG used it too.

  13. Mark says:

    Sigh… I haven’t forgotten this project! I just need to get some time to do it…

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