Well, I am planning a Babylon 5 game using the FFG rule-set. I have a few thoughts as to changes I want to make and I thought I would put them to the community.
- Species: One thing that sort-of annoys me is the min-max of "I want to play a vibrosword swinging loony so I will play a Brawn high species". My feeling is that Species should be a role-playing thing rather than a stat thing. As a result I am planning to have all characters using the same base, if you want your chosen race to be a major part of your character then it is up to you to roleplay him/her that way and to build your character in such a way as to model that.
- Attributes: I am thinking of adding an additional attribute - Xenorelation. This attribute will start at 1 and will act as a limiting attribute when dealing with individuals not of your own species; i.e. you use the supporting attribute for the skill you are attempting or Xenorelation whichever is lower.
- Classes: Largely the class/specializations should work as written, all that should need doing is renaming a few skills and talents. There may be some talents which will need to be replaced.
- Psionics: I have note yet gone into it yet but I am thinking of modeling it on the Force powers (Sense, Influence and Move, Move being only for Telekinetics and therefore rare).
- Combat: Given that combat in the Babylon 5 universe seems quite dangerous (and is modeled that way in the official rpg's I have seen). I am thinking of the following alterations: When a character goes over their wound threshold the critical that they suffer is modified by any critical modifiers that would be included if the critical was triggered on purpose. Additionally, to model the lethality of the B5 universe I am also thinking of a base modifier for exceeding the wound threshold of +50. This would mean that even if the critical is the first critical there would be a reduced chance of the critical being one of the really pathetic ones. Also, maybe give PPG weapons vicious rating, I may reduce the above critical modifier to take the PPG vicious rating into account. I may also give the option to convert excess strain to wounds. Lastly, I am thinking of allowing a character to "burn" a Destiny Point to reducing a critical just below the level which would cause death. However, if the DP is "burnt" toward the end of the session the DP count is reduced from the following session.
- Starship combat: I am still thinking about this at the moment but so far my thoughts include making weapon traits of Pulse and Beam;, Pulse weapons may be used as Interceptors instead which can be used to counter Pulse weapons, Beam weapons cannot by intercepted however. Also ECM systems which increase/upgrade the difficulties (Minbari ECM is among the best).
Well these are my thoughts, let me know what you guys think.