Everyone has his own Starfinder Starship Rules Rewrite!
Here's my own. Features:
- Much needed weapons rebalance and overhaul, with more interesting properties - and descriptions!
- Rescaled damage (and hp/shields) to base Light Laser = 1d4, to eliminate pointless rolling fistful of dice and doing lengthy sums. Also ships and shields are less sturdy. We don't need the fight to last LONGER.
- Revamped more detailed criticals, also shield hit critical overload shields
- Nerfed shield boost/rebalance actions
- Changed many actions, simplified DCs again (they're all 15+1.5T, no DC5 unfailable checks with trivial effects anymore)
- Better Scan actions with options (structural, energy, bio, tactical), leverages Knowledge checks, because their Science Officer... was a computer guy.
- Starship computer hacking rules (long to pull off, though) and counterhacking
- Adviser role, for your Envoy pleasure
- Mystical Officer role, that can perform magical scanning and spells (really, why wouldn't they implement an arcane detection action in a space fantasy game??)
- Ship now has a basic throttle setting; speed does not modify piloting; effect on targeting represented by the Still setting and Evade at full speed
- Added actual large crew limit rule (otherwise say hello to the 40-engineers destroyer?)
- Added ramming rule (yeah, unrealistic, but every group will want those eventually. And Space Pirates)
Here's my own. Features:
- Much needed weapons rebalance and overhaul, with more interesting properties - and descriptions!
- Rescaled damage (and hp/shields) to base Light Laser = 1d4, to eliminate pointless rolling fistful of dice and doing lengthy sums. Also ships and shields are less sturdy. We don't need the fight to last LONGER.
- Revamped more detailed criticals, also shield hit critical overload shields
- Nerfed shield boost/rebalance actions
- Changed many actions, simplified DCs again (they're all 15+1.5T, no DC5 unfailable checks with trivial effects anymore)
- Better Scan actions with options (structural, energy, bio, tactical), leverages Knowledge checks, because their Science Officer... was a computer guy.
- Starship computer hacking rules (long to pull off, though) and counterhacking
- Adviser role, for your Envoy pleasure
- Mystical Officer role, that can perform magical scanning and spells (really, why wouldn't they implement an arcane detection action in a space fantasy game??)
- Ship now has a basic throttle setting; speed does not modify piloting; effect on targeting represented by the Still setting and Evade at full speed
- Added actual large crew limit rule (otherwise say hello to the 40-engineers destroyer?)
- Added ramming rule (yeah, unrealistic, but every group will want those eventually. And Space Pirates)
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