Continuing Conversations: Sci-Fi Storytelling & Star Trek Adventures
Aug 6, 2026 · 39 min · 12 segments
Jim and Michael break down Star Trek Adventures RPG Core Rulebook chapter 8, Weapons and Gear! Are you optimizing the use of gear and Weapons in your game? Tune in for some serious riffing to inspire…
Michael DismukeHost
Jim JohnsonHost
And in my opinion, second edition seems a little bit more simplified from first edition use of it, especially since before in first edition, we had challenge dice.

We, we streamlined it by taking challenge dice out, but not, but equipment traits were present in first edition as well.

focused in the book it was it was i think part of it was the challenge of that layout too it was challenging to find stuff in that book and even now people going back and reading the core book and the first edition core book they're like oh yeah i forgot that was in there because it was a weird place and you know whatever but uh um so yeah equipment traits are are key uh in first edition and second edition but yes we did we did remove the challenge dice just to move the game along a little faster yeah

Now, I think one of the things that I notice players miss a lot out on when they're using a weapon, if you go to page 241, they often don't state the qualities.

My players, sometimes, they miss out on an opportunity to make some high impact by running the qualities.

For instance, if they're doing an area attack, You know, why not call an area attack and spend the momentum to hit more than one person or or debilitating? It says the difficulty to treat or to heal injuries caused by this weapon is increased by one.

Oftentimes they forget that there's these additional qualities to the weapon that can totally change the narrative of the game.

I mean, not to say that qualities are are talents for equipment, but like it's an important component of the equipment.

And in my opinion, second edition seems a little bit more simplified from first edition use of it, especially since before in first edition, we had challenge dice.

We, we streamlined it by taking challenge dice out, but not, but equipment traits were present in first edition as well.

focused in the book it was it was i think part of it was the challenge of that layout too it was challenging to find stuff in that book and even now people going back and reading the core book and the first edition core book they're like oh yeah i forgot that was in there because it was a weird place and you know whatever but uh um so yeah equipment traits are are key uh in first edition and second edition but yes we did we did remove the challenge dice just to move the game along a little faster yeah

Now, I think one of the things that I notice players miss a lot out on when they're using a weapon, if you go to page 241, they often don't state the qualities.

My players, sometimes, they miss out on an opportunity to make some high impact by running the qualities.

For instance, if they're doing an area attack, You know, why not call an area attack and spend the momentum to hit more than one person or or debilitating? It says the difficulty to treat or to heal injuries caused by this weapon is increased by one.

Oftentimes they forget that there's these additional qualities to the weapon that can totally change the narrative of the game.

I mean, not to say that qualities are are talents for equipment, but like it's an important component of the equipment.
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