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Thread: Star Trek d20?


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2007-05-03, 09:31 AM

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The New World, Part 9: Barbarians by Rich


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The New World, Part 8: Gnomes by Rich
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Cultures by Rich Burlew
Looking for the Gaming Articles?

http://www.giantitp.com/forums/showthread.php?42996-Star-Trek-d20

Star Trek
d20?
I'm looking for
a good d20
system take
on Star Trek.
Why? Because
it's so cool!
Campaignbook wise
you'd have 4-5
eras to cover:
Classic (Kirk),
TnG (Picard),
Ds9/Voyager
upgrades, and
Archer's era.
You'd get
different levels
of ships, sure,
but also
different plot
models (kirk
would have
greekpantheon
beings all over
the place, and
hippies; Picard
would have

9/7/2015

Star Trek d20?

Page 2 of 23

stages set up
for
shakespearian
angermanagement
classes for
klingons, etc.)

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Rich Burlew
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@RichBurlew here's a more current


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Rich Burlew
@RichBurlew

31 Aug

This article could have been called,


"List of Things Rich Did Not Do But
Should Have."
twitter.com/mariancall/sta
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Rich Burlew
@RichBurlew

28 Aug

And if you're not a Kickstarter backer

Anyway: any
sources on the
internet that
are good?
Theoretically it
could be d20
future, but
have some
additionally
Trek-oriented
PrCs; a whack
-load of ship
designs and
equipment;
new races;
and maps for
each of the
major sections
of the ship
(engineering,
10-forward,
the bridge,
cargo-bay
whatever).
Divide it up by
the major
eras, for ships
(fed's and
enemies/powe
r levels),
equipment,
things like
that. That and
stats for major
characters,
obviously
needed...
Grrr. Arrrgh.

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2007-05-03, 11:32 AM

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Re: Star
Trek d20?

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8601)

Have you got


the Decipher
system for
Star Trek?
They're pretty
good source
guides,
whatever
system you
run (much like
any GURPS
book really).

2007-05-03, 12:10 PM

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Diggorian
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http://www.giantitp.com/forums/showthread.php?42996-Star-Trek-d20

Re: Star
Trek d20?
Decipher's
game is a
decent rules
set that
resembles D20
in some ways.
They own the
official license.
For D20 Future
you're looking
at a bunch of
conversion
work and
houseruling.

9/7/2015

Star Trek d20?

Page 4 of 23

I read this
thread at EN
World that
converted just
about every
Star Trek race
into D20
species. It
should save
you alot of
writing.

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2007-05-03, 12:49 PM

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TheThan
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http://www.giantitp.com/forums/showthread.php?42996-Star-Trek-d20

Re: Star
Trek d20?
One of my
numerous
projects is a
D20 modern
star trek
campaign
guide (for lack
of a better
description),
the only thing
Ive really had
to house rule
is player races
and a few
pieces of
equipment
(klingon
weapons and
tricorders).
Everything
else is just fine
really. Ive
already drawn
stats up for a
variety of star
trek ships
(mostly
federation
ships though).
Ive divided it

9/7/2015

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Page 5 of 23

up into three
eras of play,
startrek:
enterprise era,
original series
era, and next
generation
era. The main
differences are
the types of
ships the
players will
encounter and
some of the
races. The
core races
(Human, Elf
Vulcan,
Klingon for
example) are
found in all
eras of play,
but some of
the others
arent.
Ive been
taking a break
from it and
working on
other stuff, Ill
get back
around to it
eventually.
Wow I just
checked that
site and I like
what Ive seen
so far.

2007-05-03, 01:37 PM

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Re: Star
Trek d20?
Yeah, pretty
comprehensive
. I used it for
my own
attempts to
model trek in
a D20
campaign, but
my players
opted for a
fantasy

9/7/2015

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Page 6 of 23

instead of scifi.
One problem I
ran into were
weapons.
Phasers are
amongst the
most common
Trek
equipment and
are by nature
megaoverpowered.
A move action
worth of
adjustments
can be
followed by a
ranged touch
attack blasting
a clean hole
through
several meters
of stone (1
meter having
hardness 8
and 570 hp).
Kill setting
FTW!
Sure high tech
armor and
personal
shields could
be used, but
we rarely see
this in Trek.
Dudes that get
shot go down.
I'm curious
how others
handled it.

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2007-05-03, 01:39 PM

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Banned

Re: Star
Trek d20?

Piccamo's Avatar

Originally
Posted by

Diggorian

Join Date:

Sure high
tech armor
and
personal
shields
could be
used, but
we rarely
see this in
Trek.
Dudes that
get shot go
down. I'm
curious
how others
handled it.

Apr 2006

Non-federation
regularly
wears armor
(klingons,
romulans,
borg, etc).
Also consider
the energy
requirements
for constantly
firing with a
setting on Kill.

2007-05-03, 02:03 PM

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Re: Star
Trek d20?
But Piccamo,
their armor
does nothing
versus
phasers, save
for the Borg.
Before they
adapt, one
shot brings
them down
too.

9/7/2015

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Page 8 of 23

If a 578 hp
blast through
a meter of
stone reduces
the total
weapon
charge by half,
that leaves
five shots at
100 hp
damage power
(or 10 of 50
hp power).
Last edited by
Diggorian; 2007-0503 at 02:06 PM.

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2007-05-03, 02:05 PM

(ISO

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8601)

Re: Star
Trek d20?

Banned

You have to
sacrifice
"realism" for
balance. Every
other weapon
in d20 uses a
die-rolling
system for
damage and
this should,
too.

Piccamo's Avatar

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2007-05-03, 02:34 PM

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8601)

Bugbear in the Playground

Re: Star
Trek d20?
Phasers: stun
requires a
saving throw,
there's a
heavy-wound

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Page 9 of 23

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setting, and a
disintegrate
setting
(another
saving throw)
on a critical hit
or something.
You wouldn't
have a
dungeon crawl
with phasers.
Generally it's
frowned upon,
and the kill
setting would
drain the
weapon.
Also, you'd
want to use
defense/dama
ge reduction,
like in Star
Wars d20. The
lightsabres
and the
blasters/guns
do loads of
damage. Also,
perhaps the
wp/vp variant
wouldn't be a
bad idea, with
disintegration
going directly
to wound
points or
something?
They'd be
toned down in
play, just like
bullets are: TV
has one-hit
kills all the
time, but ingame a
character can
have enough
hit points that
a shot that
doesn't kill
them is
considered a
flesh wound.
And Worf
could take a

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9/7/2015

Star Trek d20?

Page 10 of 23

few phaser
shots easy.
He's butch.
Other klingons
are NPCs of
lower level.
And the borg
have shields.
Full stop.
Grrr. Arrrgh.

2007-05-03, 02:35 PM

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Ettin in the Playground

Re: Star
Trek d20?
Phasers arent
too over
powered:

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http://www.giantitp.com/forums/showthread.php?42996-Star-Trek-d20

Weapon:
Phaser, hand
Damage: 2d8
Critical: 20
Damage
type: energy
Range
Increment:40
ft
Rate of fire:
single
Magazine: 50
box (energy
cell)
Size: medium
Weight: 3lbs
Purchase DC:
17
Special
properties:
Stun mode,
Variable
charge
Stun Mode
One
advantage of

9/7/2015

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Page 11 of 23

energy
weapons over
their ballistic
and physical
counterparts is
that they are
capable of
altering their
own output on
the fly. With
the stun
module
gadget, this
means that an
energy
weapon can be
used to apply
nonlethal
force. The stun
module is an
alternate firing
mode;
switching to or
from stun
mode is a free
action (just
like changing a
weapons rate
of fire).
Whenever a
character fires
a weapon set
to stun and
successfully
hits the target,
the target
must make a
Fortitude save
(DC 15) or be
stunned for
1d4 rounds.
Variable
Charge
As with the
stun module
gadget, the
variable
charge gadget
takes
advantage of
an energy
weapons
ability to
modify the
damage
caused by its
own shots.

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Page 12 of 23

This gadget
gives the user
the ability to
power up his
or her shots
by focusing
more energy
into a single
blast. A
weapon with
the variable
charge gadget
may be primed
as an attack
action,
increasing the
damage of its
next shot by
+1 die. For
example, a
weapon that
normally deals
2d6 points of
damage deals
3d6 points of
damage after
being primed
for one round.
A weapon may
be primed for
up to three
rounds. If
primed for
more than
three rounds,
it becomes
unstable; on
the fourth
round the
weapon must
be fired or else
it explodes
and deals the
fully charged
damage
(normal
weapon
damage, +4
dice) to the
user. When
this occurs,
the weapon is
completely
destroyed.
Last edited by
TheThan; 2007-0503 at 02:46 PM.

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9/7/2015

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2007-05-03, 07:31 PM (ISO Spoilers - Top - End - #11


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Diggorian
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Re: Star
Trek d20?
Vitality/wound
s was the way
I was gonna
go. Describing
hits as near
misses works;
so Worf
dodges alot of
phaser fire
(that does Vit.
damage) but
nameless
mooks and
ensigns take it
in the chest ...
and die
(wounds only).
Still, makes
phasers less
phasey, but
you can get
away with it.

Da Dominion:
blog of belly laffs
and a GM
(Gamer Media)
podcast. Sharp
Humor for a Dull
World.

2007-05-04, 02:17 AM (ISO Spoilers - Top - End - #12


8601)

Bugbear in the Playground

Re: Star
Trek d20?

Originally
Posted by
Diggorian

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Vitality/wo
unds was
the way I
was gonna
go.
Describing

9/7/2015

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Page 14 of 23

hits as near
misses
works; so
Worf
dodges alot
of phaser
fire (that
does Vit.
damage)
but
nameless
mooks and
ensigns
take it in
the
chest ...
and die
(wounds
only).
Still, makes
phasers
less
phasey,
but you
can get
away with
it.
I'd say juse
add the stun
setting from
Star Wars
d20: fort save
to knock them
out.
Keep in mind
that blasting
like that was
to simplify the
action on the
TV show.
You'd have
five seconds of
air time, and
you wanted to
end combat
quick. You also
oculdn't have
the same sorts
of creatures or
characters as
in an rpg
game: special
effects as big
as your
imagination

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Page 15 of 23

can hold,
y'dig?
so even just
damage plus a
stun setting
and you're
fine. Maybe it
ignores
hardness, like
adamantine or
lightsabres?
Maybe there's
a disintegrate
setting?

Grrr. Arrrgh.

2007-05-04, 11:45 AM (ISO Spoilers - Top - End - #13


8601)

TheThan
Ettin in the Playground

Re: Star
Trek d20?
You know I
sort of feel like
Im being
ignored here

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http://www.giantitp.com/forums/showthread.php?42996-Star-Trek-d20

Anyway all the


rules for this
stuff is already
in D20 modern
-future, for
example you
dont need a
special rule for
disintegration.
Thats what
massive
damage
threshold is
there for in the
first place.
Plus the
problem with
the
vitality/wound
point system

9/7/2015

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Page 16 of 23

is that its very


easy to loose
characters in
combat (not
that theres a
lot of combat
in star trek).
Considering
the only
(relatively
important)
character to
die was Tasha
Yar, you
probably dont
want to make
it so
dangerous for
your players
so that when
they do get
into a fight,
they stand a
strong chance
of dying.
Otherwise the
Enterprise
would need a
new bridge
crew every
time they went
into a battle.
Also adding
the stun
setting from
starwars is
unnecessary,
since IT
ALREADY
EXSISTS. As I
showed in my
last post,
which used
information
gleaned from
the D20
modern-future
srd. That at
least in my
opinion is a
fairly accurate
depiction of a
star trek hand
phaser.
Ignoring
hardness? You

http://www.giantitp.com/forums/showthread.php?42996-Star-Trek-d20

9/7/2015

Star Trek d20?

Page 17 of 23

probably wont
need that for
anything
anyway.
Unless youre
throwing in a
lot of cave in
scenes, where
they burn their
way out with
their phaser.
It seems like
you guys are
looking too far
into other
sources. When
what you
really need is
already in
front of you.

2007-05-04, 12:48 PM

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Diggorian
Barbarian in the Playground
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Re: Star
Trek d20?
Quick combats
arent that
great I find
cause the
margin of
error allowed
to PC's is slim.
Fort save
stunning is a
multiple-use
save or suck
effect.
Vitality/hitpoin
ts usually
grant an edge
over ordinary
minions, but
with this
mechanic the
playing field
becomes very
level.
I'd suggest
stun doing
D&D like
subdual
damage. If the

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9/7/2015

Star Trek d20?

Page 18 of 23

amount forces
a massive
damage save
which fails,
they're KOed.
Once it
damages
wound points
they're
exhausted or
pass out when
the total stun
damage
exceeds
Vitality/wound
s.
Yeah, phasers
as portrayed
in the series
would do
touch attacks
and ignore
hardness/armo
r except
starship hulls.

Da Dominion:
blog of belly laffs
and a GM
(Gamer Media)
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World.

2007-05-04, 08:00 PM

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Pixie in the Playground

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Re: Star
Trek d20?
I purchased
Prime
Directive d20.
It is Star Trek
D20. It is only
Kirk era and
the history is a
little different
from the Star
Trek canon.
But it is
excellent for
all your star
trek d20
needs. It has

9/7/2015

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Page 19 of 23

the d20
phaser,
klingons, ect. I
hope this
helps.
http://www.st
arfleetgames.c
om/prime/pdd20.htm

2007-05-04, 08:20 PM

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8601)

Caelestion

Re: Star
Trek d20?

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2007-05-05, 06:32 PM

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The site looks


good and,
from the look
of it, their
three current
books and
airmail outside
the US comes
to only $100
(50 in my
case). Not bad
at all.

Spoilers - Top - End - #17

8601)

Pixie in the Playground

Re: Star
Trek d20?
The only
problem I
have play star

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Page 20 of 23

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2007-05-06, 12:29 PM

trek rpgs is
that most of
my table are
not "trekers",
making
understanding
the setting
difficult and
the
enthusiasm
low. I dont
how to
improve my
star trek
gaming. Any
suggestions?

(ISO

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8601)

Diggorian

Re: Star
Trek d20?

Barbarian in the Playground

I game with
mostly nontrekkers too.

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A DM friend of
mine pointed
out that this
could be an
advantage in
some ways,
since they
dont have
many
metagame
prejudices.

Da Dominion:
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podcast. Sharp
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World.

2007-05-06, 01:05 PM

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8601)

YPU
Bugbear in the Playground
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3 meters below sea


level.
Gender:

Originally
Posted by
Diggorian

I game
with mostly
nontrekkers
too.
A DM
friend of
mine
pointed out
that this
could be an
advantage
in some
ways, since
they dont
have many
metagame
prejudices.
This could
indeed be
useful. Many
of the trek
series have a
high
exploration
feeling, to go
where no man
has gone
before. You
could, if they
arent trekkers
at al, partially
copy episodes
that would
make good
adventures. It
helps you as
well, I couldnt
run a trek
game because
my girlfriend
knows way
more of the
setting then I
do. Taking into
account her
dad is such a
trekker that he
even has the
pinball in his
living room.

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9/7/2015

Star Trek d20?

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Star Trek d20?

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