How to level combat ?

Anonymous's picture
Anonymous
April 23, 2009 - 1:06pm
AFAIK, Star Frontiers does not have a system of Player Character Level (Unlike D&D where everything has a level associated with it).

How do Ref's determine the party's overall damage and defensive strength?
  • By damage output? If so, what type? (Inertia, Sonic, Laser...)
  • By weapons skill level?
  • By defenses? If so, what type? (Suits & Screens)
When creating an adventure, campaign or scenario how to you determine what relative strength the NPC and Mook builds should have? Based on the above list do you offset the PC's capabilities? For instance, the party might be heavily protected against Inertia damage but may not poses adequate defenses against lasers.

I've broken it down to the following area's of determining "level".
  • Stamina
  • % to Hit
  • Damage type
  • Defense type
I have yet to decided how to rate each area. I was thinking of something like this;

STA
= Level
% To Hit
= Level
Damage Output
= Level
Defense Type
= Level
40
Level 0 
30
Level 0
1-3d10
Level 0
None
Level 0
50
Level 1
40
Level 0
4-6d10
Level 1
Skeinsuit
Level 1
60
Level 2
50
Level 1
7-10d10
Level 2
Albedo Suit
Level 1
70+Level 3
60
Level 2
11d10+
Level 3
Screen
Level 3
  70
Level 3
    
  80+Level 4
    

STEP 1) Add each level of STA and % To Hit. Record as "Level x"
STEP 2) Damage Output and record as "Damage type:Level "
STEP 3) Defense Type and record as "Defense type:Level"

Example:
Basic Stats: Slartibartfast, Stamina 60,  Ranged 50%,  10 Frag Grenades, Skeinsuit with 50 points remaining.

Slartbartfast, Level 2 (Interia:Level 1, Inertia:Level 1)
STA: 40
% to Hit: 50
Damage: Inertia:2d10/5d10
Defense: Skeinsuit:50

Slartibartfast does not have albedo protection therefore he is considered Level 2 (STA + % To Hit) when in combat against this type of damage. Against auto pistols he has some protection and would be considered Level 3 (Total from STEP 1 plus STEP 3)

I'm still trying to wrap my head around a system. It is ALL dependant on equipment and gear. A Level 6 Beam Weapons specialist against albedo is a lot different than against the same mook with inertia protection.

I probably need to add Melee, PS and IM.... Undecided but wanted some input before continuing this line of thought.

Comments:

umungus's picture
umungus
April 25, 2009 - 8:33am
"AFAIK, Star Frontiers does not have a system of Player Character Level (Unlike D&D where everything has a level associated with it)."

I think you said it all right there. No it doesn't have a level system and that is a good thing.

The cool part of SF is that it is not level based. Just because so many people use D20 doesn't mean that it is good thing. It seems to work well for D&D, but it's unrealistic play becomes very apparent when you play in a modern or sci-fi setting.

In SF the more you play the characters the more diverse they become. That is why they don't easily fit into a level system.

If you think about real life people. We don't get more and more powerful all across the board, We develope skills.

I usually try to match the skill levels of the NPC's with the PC's. If you want to have a group of mooks outnumber the PC's then I will have them be lower skill levels than the PC's. I don't sweat the encounters being totally balanced. Heck in life things just aren't balanced or fair. I like to keep the players guessing.

At least I got to scare an alien rabbit thingy......


jaguar451's picture
jaguar451
April 25, 2009 - 10:50am
d20 (C&C) with Level for Fantasy RPG
d100 (Star Frontiers) Skill Based for SciFi RPG

At least, what I like...


jedion357's picture
jedion357
May 3, 2009 - 6:21am
I once read advice on GMing that said, "When in doubt have two mooks come through the door with guns."

When you think about it there is a lot to that- You can try to balance stuff but no adventure survives contact with the Players- so I try to have extra mooks, robots, animals ready in the wings to throw in if the encounter is a cake walk or if I detect the beginnings of player boredom.

Should I have guessed wrong and an encounter is too tough then I fudge a few rolls causing some missed shots by the opposition (I'm not in favor of a TPK as it pretty much ends the campaign though the total party kill might be acceptable during the campaign climax though I've never had a TPK) or I allow for an unexpected event like the police showing up and the mooks high tail it out though that calls for a lot of rough questioning of the PCs by the police and possibly the confiscation of weapons if they dont high tail it too- just the natural consequences of being saved by the cops.

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Imperial Lord's picture
Imperial Lord
May 3, 2009 - 5:36pm
Larry -

There are many factors here.  What I like to do as a ref is offer tactical opportunities to make up for what might be the PCs at a disadvantage - or in the midst of a tough fight.

I never liked the whole concept of "encounter levels".  I know that it started (in a basic form) looong ago in first Ed. AD&D.  There were even elements of it in the D&D box sets.

Give your PCs time to make a plan.  Or give them an ambush.  Let them do a B.A. Baracus A-Team concoction - complete with high-velocity cabbage projector!  (LMAO - remember that one?)  Or maybe they can just ROLE PLAY their way out of the encounter completely!



jedion357's picture
jedion357
May 4, 2009 - 8:02am
Imperial Lord wrote:



...  Or maybe they can just ROLE PLAY their way out of the encounter completely!




Whoah!!! Role play in a role playing game? That's kind of old school isn't it? Not sure that's still allowed.
Laughing
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Anonymous's picture
w00t (not verified)
May 4, 2009 - 3:53pm
I've posted this question in a few places and get about the same response.
Unlike other games, Star Frontiers is a game where it takes dedication to running a successful encounter. I use the word "dedication" because "hard work" and "preparedness" seem to be the Red Headed Step Child of modern RPG's.

Our games take preparedness and hard work to bring about a successful encounter. And we like it that way 'cause were the OS of RPG's.

Old School Boo Yaaa!

jedion357's picture
jedion357
May 4, 2009 - 9:32pm
I still dont think its that hard to ballance an encounter. Like I said make a guess at the number of opponents and their fire power to oppose the PCs and have some extras (robots or more goons) in the wings and if its obvious that the encounter is too easy throw in the re-inforcements. If its too hard, having the law show up (cliche) can cause the opposition to break off. or even an unexpected ally.

however if the Players come up with something unique or even role playish I roll with it even giving xp bonus for a good idea.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Imperial Lord's picture
Imperial Lord
May 5, 2009 - 9:01pm
Jedion is correct.

There are many possibilities, Larry.  Keep the action fluid and the options open, and your adventures will be fine.

jedion357's picture
jedion357
May 7, 2009 - 9:02pm
Second thoughts from recent campaign-

I've had some combats that went way to easy- the whole fighting the Quickdeath at the end of SF-0- one player put his laser on max and blew threw a 20 SEU clip he'd been saving it was like a 2 round combat. I simply had to let it go with the whole build up to the ceremony.

sometimes its just neccessary to just let it go for the sake of the adventure.
If its a "random" encounter
or you threw it in to pull wandering attention back to the game.

if its suppose to be a major encounter or a climatic encounter than you can't just let it be a cake walk.


I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Will's picture
Will
May 8, 2009 - 3:22pm
If all else fails, the Referee can always go back to the Sulaco and nuke the PCs from orbit.

Just to be sure.Laughing

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation