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Tuesday, January 1

FGU's Space Opera Resolution Mechanics Examined

Space Opera has the reputation of being poorly organized (agreed) and unplayable (not agreed). I recently purchased the perfect-bound copy of the game so I could revisit Space Opera and see if there is a fun, playable game here. I think there is. Nothing groundbreaking, but the game has a voluminous equipment section and the game is a complete science fiction gaming system with a great deal of options available for detailed levels of play per where the StarMaster and PC's want it. Unlike Traveller the game doesn't break with the exclusion or inclusion of many of its rules systems.

Space Opera Resolution Charts PDF FILE 

I will be paraphrasing from the RAW, but I've included relevant page numbers from Volume 1 so you can look this information up if you like.

The expectation is PC resolution revolves around Characteristic Rolls (CRs). Usually a roll-under statistic, but not always. These CRs are to be made only in 'hairy' moments where there is a chance of being injured, killed, losing gear or fixing something where failure has grave consequences. (p.3)

Shock Resistance CR is our first example of this mechanic in action. (p.18) Your SR target number is derived from your Constitution. Roll your SR or lower on a 1D20 to avoid the effects of shock. The book goes on to describe each individual Characteristic's CR mechanic. Each Characteristic CR method is described and they are not identical. Intelligence and Intuition CR rolls are base on achieving a 11 or less on a 1D20 with the target number modified by DM's per the character's Characteristic score. (p.23) The Bravery CR is rolled with 2D6 (p.24) while checking a Surprise CR is rolling your Agility or less on a 1D20. (p.24) PC Initiative is a 1D20 roll plus the character's Dexterity with an additional list of modifiers to consider. (p.26)

Resolving actions by applying a character's Skills follows a similar path; a distinct method of resolution per skill. It is difficult to see a relationship between a character's Skills and Characteristics because of these numerous subsystems as well as the whole employment and reenlistment procedure for the character's background is placed between these two topics in the book. (p.26-42) Reenlistment is completely optional and is resolved with a 3D6, rolling the target number or greater for success.

But the numerous subsystems are not complex. The implementation of roll your stat plus/minus with modification is not foreign to any roleplayer. So it follows a better organization of the game's resolution mechanics would make this easier to play. As a modular system designed to be used in whole or part for your own vision of a space opera game universe it is worth using. I like the game for its fairly simple mechanics with a great character creation system, world generation tables and exhaustive gear list. I cannot speak to its starship combat rules as I have never run them. These rules will get their own look at some point and I may be able to generate a blog post on what I think of this important part of the game.

Careful look at Skills reveals Space Opera takes philosophically different approaches to resolution with whole branches of skill-orientated tasks. Applying your Combat Skills in play is done differently than applying your Scientific Research Skills which is different yet again from how Technical Skills are resolved! Once sorted though these different methods define the fun which can be had with Space Opera. Unified mechanics across the board in a game can get dull. If everything is resolved the same way, nothing you do in the game is truly unique. While the game offers players a chance at custom builds the simple Class system makes playing an Armsman different than playing a Technician or an Astronaut. Want to experience something new in the game for your PC, have your Armsman try and fix a radio. Learn how the other side lives! So I think the diverse subsystems, for this game, work.

Scientific Skills are also used to do Scientific Research. For routine information gathering there is a flat 71%, plus Intelligence and Skill Level, chance or less to make the correct observation. (p.47) To successfully complete Scientific Research requires having the right number of sciences to overcome the research subject's complexity. The chance of success is found by adding all of the success Dms and then subtracting the problem complexity Dms. (p. 48) There is also a table which will give the amount of time required to be spent before a success throw can be made.

The Medical Scientist and Physician have additional subsystems for the application of advanced medicine and healing abilities. Routine forms of medical research have a 75% plus 3% per skill level chance of success. (p. 46) Making the correct diagnoses of known diseases is 40% plus 5% per skill level without computer access. The chance is greater/modified if advanced consultation is available making diagnoses by a Medical Scientist almost certain. (p. 46) Physicians can increase healing rates (p. 47) as well as manufacture drugs (30% chance of success plus 3% per skill level plus 3% per Mk of the Medi-Computer. (p. 47) Engineers follow the same procedures Scientific Research while the Technician has its own unique subsystems.

Tech Skills and training (p. 57) are for the operation and repair of equipment. The rule book here offers a fine example of the numerous misleading typos which need to be faced while reading Space Opera. “The procedure to be followed for repairing breakdowns are described in the 5.0 Equipment Maintainance section, ...” No, there is no such thing. Single-system and Multi-system Breakdowns are resolved per section 4.22 and 4.23. Equipment Maintainance & Repair is described in section 4.21.

Fixing a single-system and multi-system breakdowns are resolved by rolling the target number or less on a 1D20. (page 76-77) Tech level skill can both increase chance of success as well as decreasing time needed for repairs. There is an alternate subsystem for the MediTech as well as fixing battle damage.

The MediTech can diagnose known diseases 20% plus 5% per skill level. (p. 58) A correct diagnoses will allow a MediTech to use medical equipment to treat with a chance of success.

Battle damage is repaired at a rate determined by the Tech's skill level. (p. 78)

That is all you are going to get on how to adjudicate success and failure outside of combat. Combat, both close and ranged, will be covered in another blog post. For now I am going to try and put this list of game mechanics in an easy-to-read PDF format for use at the table. The tools a StarMaster needs to referee are admittedly poorly organized for use in the original rulebook, but being able to see them laid out in front of you can eliminate much of the confusion and allow resolution and saving throws to be decided and rolled quickly. Just like you would want in any roleplaying game.

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