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#5 |
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Join Date: Mar 2005
Location: near Houston
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Thanks for the comments. One of my potential players, who has experience with the game, has voted for my 2d6 roll idea. Since some of my other potential players have also played the game before, I might see what their preference is.
Even if I go with 2d6, I will leave the research and experiments rules and rolls as they are. One thing that does bother me is close combat -- 10 yards seems too much, as it covers a lot of thrown weapons and pistol fire. The easiest change to me it just to restrict close combat rules to 5 yards or less. Also, as a GM who can't seem to run anything without the supernatural in it, has anyone ever tried to add low-powered psionics to the setting? Lastly, virtually all cloudships and aerial flyers are military designs. Anyone know of a place I can find civilian/merchant ships? They can be lightly armed (like the 50 ton steam launch in the core book. I don't mind designing my own (I've already done two small kites) but no need to reinvent the wheel.
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A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
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| Tags |
| space 1889 |
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