Post by brentaur on Aug 20, 2019 1:16:58 GMT -5
I'm playing around with new templates and would love to hear any feedback anyone has on these ideas and questions.
I want to make a non-combat captain who can command the ship in battle and be effective running missions like spying, exploring, smuggling, and hunting down bad folks.
Attributes and skills will be highest priority. I'm always fixated on attributes, but I'm open to setting skills at 'A'.
For attributes:
- is quickness used outside of crew combat and occasional checks during steps of a mission?
- does initiative affect anything outside of crew combat?
- fortitude can be important for protecting your captain in ship combat, but it seems like you'd have to be pretty unlucky for your captain to have to roll a death save as the result of taking damage from hostile ship attacks. Any enemy tough enough to seriously threaten your captain directly in ship combat will probably destroy your ship, in which case you're dead anyway.
- resilience is important in case of a death save, but careful play (and a little luck) should be able to prevent this from being an issue for your captain outside of crew combat.
- resilience is also important for morale, but does the captain's morale affect crew morale? If your captain's morale is low does it impact ship combat or checks during missions? Is it detrimental while just flying around?
For skills:
- is evasion used outside of crew combat?
- how many points should be put into stealth for checks during missions?
- does it make sense to not put any points into negotiate/intimidate or is 2-4 points in these a better idea?
- command and tactics are obviously very important for this kind of captain, but can you mainly rely on other crew to provide points in these for ship combat?
I'm dead certain I've missed some facets of captain creation here. Please share any feedback you might have on any of this. Thanks!
I want to make a non-combat captain who can command the ship in battle and be effective running missions like spying, exploring, smuggling, and hunting down bad folks.
Attributes and skills will be highest priority. I'm always fixated on attributes, but I'm open to setting skills at 'A'.
For attributes:
- is quickness used outside of crew combat and occasional checks during steps of a mission?
- does initiative affect anything outside of crew combat?
- fortitude can be important for protecting your captain in ship combat, but it seems like you'd have to be pretty unlucky for your captain to have to roll a death save as the result of taking damage from hostile ship attacks. Any enemy tough enough to seriously threaten your captain directly in ship combat will probably destroy your ship, in which case you're dead anyway.
- resilience is important in case of a death save, but careful play (and a little luck) should be able to prevent this from being an issue for your captain outside of crew combat.
- resilience is also important for morale, but does the captain's morale affect crew morale? If your captain's morale is low does it impact ship combat or checks during missions? Is it detrimental while just flying around?
For skills:
- is evasion used outside of crew combat?
- how many points should be put into stealth for checks during missions?
- does it make sense to not put any points into negotiate/intimidate or is 2-4 points in these a better idea?
- command and tactics are obviously very important for this kind of captain, but can you mainly rely on other crew to provide points in these for ship combat?
I'm dead certain I've missed some facets of captain creation here. Please share any feedback you might have on any of this. Thanks!