Making Starzard a sci fi version Spellzard


I am in the process of making a space sci-fi (or fantasy) version of Spellzard which I'm going to call Starzard.

The problems I met when making Starzard using Spellzard.

  • Skill seems to be the main problem as it has problems when trying to implement space combat or vehicle combat.

It seems that I need to get rid of Skill and put a skill list similar to Warlock RPG but I don't want a whole list of skills. Maybe 7 or less would be ideal. If I do implement this what sort of skills should be on the list? Would it be easier?

Things that I'm keeping:

  • the target number 14 
  • skill test (which will be separated into an opposed test and an unopposed test, still rolling high though).
  • Stamina and Luck generation
  • This time player has the option to test luck if somehow they don't want to use their skill. (Maybe)

I might add some kind of special called traits which players pick at the beginning of chargen, just to differentiate them.

What do you think?

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(+1)

What about using an advantage/disadvantage style system for certain character types using Skill in particular ways?

I didn't update the game system here. So for update:

- I split SKILL into STR, DEX and WIL. This gives PC all they can do in stats instead of a list of skills. The stats are inspired by Cairn and Into the Odd.

- Since there will be a lot of use of ranged weapons in sci-fi, I opted for simple ranged combat by giving defenders a target number (maybe calling it Evasion), which is calculated by this formula: DEX+7 (for PC) or SKILL+7 (for enemy).

- I used Trait system, which gives Advantage roll to certain actions.

- I added in Special Moves, which is a once per scene thing. It is special of course.

Nice!

(1 edit)

Is this still underway?  Color me interested.