S&S, meet WNMHGB...
As mentioned previously, these are the two I'm planning on using for a "Star Trek" game, for reasons also mentioned previously. I'd be remiss if I didn't mention that you can get "Starships & Spacemen" from Goblinoid Games, and "Where No Man Has Gone Before" (for FREE) from Internet Archive (main site currently down).
Now, here is the mix I'm planning on using of each:
Now, here is the mix I'm planning on using of each:
- Stats: S&S. I like a lot of in the Microlite d20 system that powers WNMHGB, but the reduction of stats is one thing I din't like. I want my CON & WIS (PSI in S&S) blast it!
- Character Creation: WNMHGB. I'm torn. I like the old school 3d6 in order of S&S, but really, 4d6, drop lowest, arrange to taste really allows more of the "Starfleet" level of Heroic characters that one would expect, so that's what I'm going with.
- Stat Bonuses: S&S. I love B/X D&D's spread from +1 to +3, which S&S is based on. So that's that.
- Races: WNMHGB. S&S is "Star Trek" with the serial numbers filed off. WNMHGB wears its heritage proudly.
- Classes: WNMHGB. There is a charm in it's 3 Classes: Yellow Shirt, Blue Shirt, Red Shirt. However...
- Subclasses: S&S (Modified) ...I also like the B/X slash S&S style subclasses applied here (Command, Helm, Navigation, Science, Communications, Medical, Engineering).
- Skills: WNMHGB. S&S only has four (Combat, Contact, Science, Technical). I like the spread of six in WNMHGB better (Communication, Engineering, Knowledge, Medicine, Physical, Subterfuge). Also under consideration is the Skills system added onto White Star in Hyperspace Messenger #4.
- Talents: Has to be WNMHGB. S&S doesn't have them. They were one of the main motivators for the mash-up, as the original intention was just to strip races and other bits out.
- Saving Throws: S&S. I like having different ones for different things (though I'm REALLY tempted to go "one size fits all"...thanks "White Star"!)
- Psi Powers: I like S&S's take on them. WNMHGB really doesn't have one beyond the Vulcans more or less. There is a great White Star Supplement, Psionics, that I'll likely use as well.
- Task Resolution: Tie. I really do like the "new school" d20 "unified system" mechanic in WNMHGB, but I'm also cool with a simple "roll under stat on d20" as well, so could go either way.
- Hit Dice: S&S. All hail the d8.
- XP/Level Progression: S&S. WNMHGB's is too "nu-skool" loosey-goosey for me.
- Starship Combat: WNMHGB. It's the most "Trek-y" of the two, though I do like S&S's "mini game" of resource management via Energy Units & Power Points for travel, arming weapons, raising shields, and damage taken, & thus will be using it.
- Travel/Map/Energy Usage: S&S. WNMHGB hand waves such stuff. I want it as part of my game.
- Equipment: S&S (for the most part) with my own rules for Phasers.
So, that's it. Since they're both descended from D&D, they're pretty cross compatible with little to no alteration. Same with all the other games I'm planning on looting for monsters and such.
Long live the OSR and the rise of the Retroclones. ;)
Nice, I do not know S&S but some things you mention intrigue me. I am a huge fan of WNMHGB. That is my PDF version there :-)
ReplyDeleteVery cool! I had to look long & hard to find a link to that sucker, since the server is down on Mike Berkey's website right now.
ReplyDeleteS&S is basically B/X-D&D-as-Star-Trek. Very cross compatible with Goblinoid Games other retroclones Labyrinth Lord (B/X D&D) & Mutant Future (Gamma World).