Mal Posted September 21, 2020 Share Posted September 21, 2020 (edited) I have recently started to playtest the below. I would be keen to here any comments you all may have: The general aim is to make modern combat feel different from ranged attacks in 5e SRD, promote a cinematic style of action and address simulationist concerns. Big Changes Replacement of the upgrades system with fixed value weapons and seperate accessories. Requisitions points - used to procure weapons and accessories but do not replace back up weapons supplied with prep kits. Reloading sacrifices speed rather than actions. Minor changes include: changes to the proficiencies and categories to create more design space and map more sensibly onto the classes Where possible I have minimized weapon ranges and made very long range weapons expensive or of limited use. Change to the prone and knockdown rules to work in modern combat. Shotgun are not their own category anymore - they fit in to the other longarm categories. Further notes: All the weapons in this system have been built using a standardized approach in which different qualities have different costs that combine make a functioning weapon. There is a second document that addresses the build system that I will post about later. I would welcome constructive criticism. Please bare in mind that the intention is not to simulate real combat, but make it distinct from 5e and encourage a dynamic and cinematic style of play. 3 - Stargate Action System - Players Guide-v0.1.pdf Edited September 21, 2020 by Mal Clarity Quote Link to comment Share on other sites More sharing options...
Mal Posted September 21, 2020 Author Share Posted September 21, 2020 Really, I should have posted this one first..... 2 - Stargate Action System - Gatemasters Guide - v0.1.pdf Quote Link to comment Share on other sites More sharing options...
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