Thanks for the input.. here's my responses to some of your issues:
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1. The aliens are pretty well done overall, but I would be more interested in alien-generation tables than pre-created aliens.
The aliens presented were the aliens that the C&C Society first suggested when Davis announced this project two years ago. I just took them and expanded them a bit. I've added some boxed text on homebrewing aliens, but I haven't got any set rules, since I look at Race creation as an art rather than a science. If you have suggestions as to how you'd like an alien generation system to work, I'll gladly listen to suggestions.
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2. Any reason why the attributes cant be the same as in C&C? Also, why are they generated by 1d20 rather than 3d6?
Look at the rest of the document. I wrote Star SIEGE to completely use the SIEGE Engine and only the SIEGE Engine. I removed variable damage dice and all other dice other than the d20. As such, it seemed silly to keep 3d6 to generate attributes when everything else was d20 based.
As far as the different attributes. I felt the six I put in do a better job of modeling most Sci-fi heroes than the C&C six. I like the two Physical, two Mental, and two Emotional split rather than the C&C three Physical, one and a half Mental, and one and a half Emotional. There is nothing in the game that is realy hard-coded into the attributes that can't be modified. I'll add some box text describing how to use the C&C six if you want, though.
I have added rules for point-buy attributes as well, to cover all my bases, so I have no problem putting a nod in to the C&C attributes.
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3. Skill bundles are okay, but I would still rather see something more like the class system in C&C. 3E managed to keep classes in future settings and I dont see why Star SIEGE cant do this as well.
Why reinvent the wheel? C&C does Class-based so well, why should I repeat what has been done? Besides, when we get the CKG, Davis will give us the Class-generation system, so you can make whatever classes you want. I created this because the original call for this game was to showcase how adaptable the SIEGE Engine was... and by making the game skill based, I'm showing the adaptability of the system.
The Professions system is the nod to class-based games, but I felt, and it was mirrored by much of the C&C society when we first discussed this project, that a classless version of SIEGE was a more useful toolkit to present.
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4. The write-up for Channeling (psionics) are good, but it might be worth looking at the fatigue system used in Blue Rose (based on True20, I believe) as a model. I like the powers lists and write-ups; they are quite comprehensive.
I have acutally re-designed part of the Channeling section. I have added a new Wound Track that tracks Stress. Channeling and overchanneling can cause Stress damage to the character. Plus, the Stress system now introduces a "Sanity"-like mechanic for people who want to play more psychological type games (like Event Horizon). Win-win if you ask me. I kept the powers untouched, though... but I did standardize things so you don't have to track backlash so much. I also added a Psionic Defense stat to simplify Resistance.
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5. The weapons lists are pretty complete as well. Pretty much anything I wanted was similar to something in the lists.
6. The Cybernetics examples are quite good.
Thanks! See my post above about my new Item creation system... let me know what you think of it... I think it will work well (And does a great job of already mimicking what I had presented before).
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7. The Starship system section seems kind of dry and technical, what with all of the letter designations and so on. I think its hard to create a useful starship combat simulator in just a few pages and perhaps a simplification would be more useful, as well as some general templates sort of like in Star Fleet Battles. Boxes could be checked off as various hit location charts are consulted.
With the item creation rules above I think I can put out a pretty good starship creation system... I haven't tried it yet, but I think it will work... just with a few tweaks. As far as the "dryness" of the starships, I put a bunch of inside jokes in at the time because I was just throwing it together for playtest... the DVS-1 fighter was for Davis. The STPN-09 laser was for Stephen... the MAC Screen was a nod to Mac, legal Troll, while the EGG-1978a Fighter was for Gygax and the beginning of our hobby. I'll do my best to spice the section up a bit, though.
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8. The section on the SIEGE Engine is good, but as I read the part about C&C I couldnt help but wonder why Star SIEGE wasnt more compatible with C&C.
I'll see what I can do about conversion notes, but the only real difference between StarSIEGE and C&C is the lack of BAB, Hit Points, and different attributes. It's not a huge departure, in my opinion. But I'll see what I can do about making the transistion less painful for those who just want a space flavored C&C game.
As far as the name... we could always keep with the X&X ruling and call the game Starships & Sorties, Starships & Strife, or Starships & Space. Perhaps VoidSIEGE? or SIEGE in Space?