

It's not simple or clear, and it's not very Trekkie.īy happy random coincidence, enter 5th ed! We (well, some of us, the group composition has varied) were among of the 170 000 playtesters (I am nearly 0,006% of the creator of that game!) and we've already tried a few interesting things with it. D20 is generally a clear, user-friendly basis for a roleplaying system, but Prime Directive had piled its own complications on top of the d20 Modern variant's complications, and the end result (especially the dependence on D&D-style classes) just doesn't feel right to me. But when we spent an unscheduled evening doing character creation, I found that not only had I not yet fully studied these rules sufficiently, but I also didn't really like what I was learning about them. I didn't want to go back to the older, also-not-great Last Unicorn rules, and instead decided to purchase the Prime Directive d20 rules. But I didn't want to just start over totally from scratch, so I decided a conversion to a new system would solve things best. On some common skill checks (like sensor scans and transporter operation), I knew it was basically impossible for certain characters to fail. Balance was becoming impossible, both in space (two junky old 23rd century Constellation- and Miranda-class starships were able to slaughter an entire Dominion squadron, including battleships) and on the ground (where even the frail Trill doctor eventually had no real worries about charging into Jem'hadar positions). I'm definitely happy to receive suggestions and constructive criticism.)Ī few months ago, I realised the CODA system we'd been using for our regular Star Trek roleplaying was breaking down under stress from over-experienced, over-skilled player characters.


(This is a work in progress, which will change as I get to test it.
