Stars Without Number discussion
Posted: Tue Jan 26, 2021 9:17 pm
Since we have some players new to the system as a whole, this thread will be for overviews, rules questions, and system explanations as needed. SWN veterans, please post things that others need to know. Everyone else, feel free to post your questions.
If anyone needs information from books they don't have, just ask (here or in PM).
If anyone needs information from books they don't have, just ask (here or in PM).
Marullus wrote: ↑Sun Jan 24, 2021 10:37 pm For those that need it, here are the free core rules: https://www.drivethrurpg.com/m/product/230009
The deluxe edition has optional rules, like battlemechs.![]()
The magic systems are all in Codex of the Black Sun.
https://www.drivethrurpg.com/m/product/259700
Other Dust is an older supplement from the previous edition and isn't needed. If you want to try random mutations and don't have it, I will tell you what to roll and the results.
Kevin Crawford is pretty brilliant at simplifying the OSR rules.
Marullus wrote: ↑Mon Jan 25, 2021 12:03 am I was asked to summarize Stars Without Number, so here's the synopsis for those that need it.
It has D&D attributes, but for the most part they result in providing an overall "modifier" like 5E. An 18 and a 3 give +2 and -2 respectively. 14-17 is a +1, 4-7 are a -1 and 8-13 are a 0.
It has three main systems.You pick a Background, which determines what set of starting skills you pick from.
- Combat is the familiar d20 attack roll with modifiers - base-attack, attribute, and skill. Armor class is the familiar 3E/5E system of 10 to 18 as a normal target number. All very comfortable.
- There are three savings throws - Physical, Evasion, and Mental. They are each modified by the better of two attributes. Saves are also familiar and comfortable.
- Everything else is a skill roll with a finite and clear set of skills. A skill roll is a 2d6, modified by an attribute and a skill level. Target difficulty is 6 for normal things, 9-10 for hard things, 12 for heroic things.
There are three classes.That keeps everything really simple and basic. But then there's a list of non-classed Foci which add-on to give a deep burst of flavor and an ability to modify a roll within that flavor. Star Pilot, Doctor, Martial Artist, Gunslinger, Diplomat, etc, etc, etc. It is with these that the options really come together and shine. The classes keep everything super simple but the combination of background, class, and 1-3 Foci creates really unique and special characters even at 1st level.
- Warrior, who gets better base attack bonus, extra hit points, and an ability to modify success each scene on a Combat Roll.
- Expert, who gets extra non-combat skills and an ability to modify success each scene on a Skill Roll.
- Then a third class for whatever wierd stuff - Psychics in the main book, Arcanists and Magisters in the magic suppliment, which translate as Wizards and Sorcerers from D&D 5E, respectively, as far as how they handle spells. These guys get the ability to do their special third thing and miss out on the bonuses of Warriors and Experts. In the magic book there's additional Adept classes that focus on a wierd shtick (A Jedi-like guy who specializes in a themed weapon, a Familiar who gives bonuses to other characters, a mage-hunter, a lawyer-like "balancer," etc.) and thus get special abilities instead of normal systems as well.
- ... then there's an Adventurer class that lets you pick two other other classes as "partial" to get a combined flavor. (It adds some capability of each, generally skipping the "modify a roll" major bonus of each.)