AFAIK, Star Frontiers does not have a system of <i>Player Character Level</i> (Unlike D&D where everything has a level associated with it). <br /><br />How do Ref's determine the party's overall damage and defensive strength? <br /><ul><li>By damage output? If so, what type? (Inertia, Sonic, Laser...)</li><li>By weapons skill level?</li><li>By defenses? If so, what type? (Suits & Screens)</li></ul>When creating an adventure, campaign or scenario how to you determine what relative strength the NPC and Mook builds should have? Based on the above list do you offset the PC's capabilities? For instance, the party might be heavily protected against Inertia damage but may not poses adequate defenses against lasers.<br /><br />I've broken it down to the following area's of determining "level".<br /><ul><li>Stamina</li><li>% to Hit</li><li>Damage type</li><li>Defense type</li></ul>I have yet to decided how to rate each area. I was thinking of something like this;<br /><br /><table border="0"><tbody><tr><td align="center"><b>STA <br /></b></td><td>= Level<br /></td><td align="center"><b>% To Hit <br /></b></td><td>= Level<br /></td><td align="center"><b>Damage Output<br /></b></td><td>= Level <br /></td><td align="center"><b>Defense Type <br /></b></td><td>= Level <br /></td></tr><tr><td align="center">40 <br /></td><td>Level 0 <br /></td><td align="center">30<br /></td><td>Level 0 <br /></td><td>1-3d10<br /></td><td>Level 0 <br /></td><td>None <br /></td><td>Level 0 <br /></td></tr><tr><td align="center">50 <br /></td><td>Level 1 <br /></td><td align="center">40<br /></td><td>Level 0 <br /></td><td>4-6d10 <br /></td><td>Level 1<br /></td><td>Skeinsuit <br /></td><td>Level 1 <br /></td></tr><tr><td align="center">60 <br /></td><td>Level 2 <br /></td><td align="center">50 <br /></td><td>Level 1 <br /></td><td>7-10d10 <br /></td><td>Level 2 <br /></td><td>Albedo Suit <br /></td><td>Level 1 <br /></td></tr><tr><td align="center">70+</td><td>Level 3 <br /></td><td align="center">60<br /></td><td>Level 2 <br /></td><td>11d10+ <br /></td><td>Level 3 <br /></td><td>Screen <br /></td><td>Level 3 <br /></td></tr><tr><td> </td><td> </td><td align="center">70<br /></td><td>Level 3 <br /></td><td> </td><td> </td><td> </td><td> </td></tr><tr><td> </td><td> </td><td align="center">80+</td><td>Level 4 <br /></td><td> </td><td> </td><td> </td><td> </td></tr></tbody></table><br />STEP 1) Add each level of <b>STA</b> and <b>% To Hit. </b>Record as "Level x"<br />STEP 2) <b>Damage Output</b> and record as "Damage type:Level "<br />STEP 3) <b>Defense Type</b> and record as "Defense type:Level"<br /><br /><u>Example</u>:<br /><blockquote>Basic Stats: <i>Slartibartfast, Stamina 60, Ranged 50%, 10 Frag Grenades, Skeinsuit with 50 points remaining.</i><br /><br />Slartbartfast, Level 2 (Interia:Level 1, Inertia:Level 1)<br />STA: 40<br />% to Hit: 50<br />Damage: Inertia:2d10/5d10<br />Defense: Skeinsuit:50<br /><br />Slartibartfast does not have albedo protection therefore he is considered <b>Level 2</b> (STA + % To Hit) when in combat against this type of damage. Against auto pistols he has some protection and would be considered Level 3 (Total from STEP 1 plus STEP 3)<br /><br />I'm still trying to wrap my head around a system. It is ALL dependant on equipment and gear. A Level 6 Beam Weapons specialist against albedo is a lot different than against the same mook with inertia protection.<br /><br />I probably need to add <b>Melee</b>, <b>PS </b>and <b>IM</b>.... <img src="http://starfrontiers.us/modules/tinymce/tinymce/jscripts/tiny_mce/plugi…; alt="Undecided" title="Undecided" border="0" /> but wanted some input before continuing this line of thought. <br /></blockquote><br />
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