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  1. First of all I want to congratulate the Wyvern Gamming team for the fantastic work. I love the way they converted the D&D 5e rules to a modern and Sci-Fi system. Below you can find my suggestions: Typo’s I found in the Beta book: Imperial vs. Metric: You can find the Imperial measurement in combination with the metric measurement system. I love that you have chosen the metric system, but I think you should incorporate the two measurement system so that all players are satisfied. Pg 118 Long Jump (Also change the letter type like High Jump) : When you make a long jump, you cover a number of feet up to your Strength score if you move at least 2 meters on foot immediately before the jump. Pg 118 High Jump: When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier Pg 128 Paralyzed: Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. Pg 129 Prone: An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Pg 129 Unconscious: Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. Pg 193 Pack Tactics: The beast has advantage on an attack roll against a creature if at least one ally is within 5 feet of the creature and the ally isn’t incapacitated. Pg 194 Pounce: If the beast moves at least 20 feet straight toward a creature Pg 195 Standing Leap: The beast’s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. Bonus Action: Pg 155 There is mentioning of the Rogue. Extra info needed on Pg 16. What happens when you have received a skill, weapon, or tool proficiency from your origin and you also receive it with your class. Can you choose a new one? Races: Suggestions for additional player races: Asgard Crystalline Entities Furlings Oannes (1.13 "Fire And Water") Oranians Orbanians Reol Serrakin Origins: Biome Origins: I’m missing some Biome based origins. Suggestions: Aquatic origin: (Constitution +1, Choose Hold Breath: You can hold your breath for a number of rounds equal to two times your Constitution modifier or Natural Swimmer: You have a swimming speed of 6m. High Gravity: You come from a world with a higher gravity Low Gravity: You come from a world with a lower gravity Low –Oxygen Atmosphere: You come from a world with a lower Oxygen Atmosphere. Background Origin: I’m missing some Background based origins. Suggestions: Assassin: (Skill Proficiency: Stealth, Assassinate: During the first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Miner Spy (Remove the Tok’ra Spy from the racial Origins) and add the Spy to the background origins (Attribute: Charisma +1, Skill Proficiency: Deception, Passing: You gain advantage on any Charisma (Deception) checks to trick targets into believing you are someone else. Martial Artist: Skill Proficiency: Acrobatics. Your unarmed strikes gain the finesse quality and you may use the acrobatics for the Grapple and Shove combat Contests.\ Classes: I would start with 8 classes: Diplomat: The Diplomat makes peaceful contact with new civilizations and maintaining relationships with allied groups. Engineer: The Engineer maintains the wide range of technology used by the Phoenix site. Infiltrator: The infiltrator is the teams acquisition specialist and gets his team unnoticed in difficult places. Medic: The Medic keeps this team healthy and combat ready. Officer: The Officer directs his team when the inevitable danger of Stargate travel rears its ugly head. Scientist: The Scientist investigates the mysteries of new worlds and lost cultures. Scout: The Scout keeps his team safe in the wilderness and behind enemy lines. Warrior: The warrior is the martial backbone of the team. Soldier: Rename the Soldier class to the Officer Class because it better reflects what it does, and do the following changes (also change some feats): Saving Throws: Charisma and Wisdom Skills: Intimidate, Persuasion, Perception Orders (replaces Surge): As an action you can give orders to a number of allies equal to your Charisma modifier. The target of your orders can take an additional action on your turn (even an attack) as a bonus action. Character must complete a short or long rest before they benefit again from your orders. Rally the troops (replaces Rally): At 2nd level, As an action you can rally a number of allies (including yourself) equal to your Charisma modifier. When not at full HP when initiative is rolled at the start of combat, they may immediately heal 1d10 HP. Once used they may not benefit from your ability until they take a long rest. Guided Attack (replaces Weapon Training): At 3rd level a number of allies equal to your Charisma modifier that are within 5m of you increase their weapon (even improvised weapons) damage die by 1 step (max 1d12). Critical Strike: At 3rd level as an action you can guide the attacks of a number of allies equal to your Charisma modifier. These allies critical range off the weapon they make the next attack with increase by 1 step. Ability Score Improvement: At 4th level you can increase your Charisma or Constitution score by +2, or you can increase two ability scores of your choice by +1. As normal, you can’t increase an ability score above 20 using this feature. Warrior: Make a new class that reflects a character that upgrades its individual combat capabilities. Making a build can result in a specialist using ranged weapons (Soldier) or melee weapons (Fighter or Martial Artist) (including unarmed combat) HIT POINTS Hit Points at 1st level: 10 Hit Points at Higher Levels: 5 per level Hit Die: d10 PROFICIENCIES Armor: Light and Heavy Armor Weapons: Common weapons, Sidearms, Longarms Tools: Camo Kit, Armor Kit, Weapon Kit Saving Throws: Constitution, and Dexterity or Strength Skills: Acrobatics, Athletics, Intimidate WEAPON TRAINING At 1st level you’ve trained to deal reliable damage with whatever weapon you wield, even improvised weapons. Increase the weapon die 1 step for weapons you are proficient with (Maximum 1d12, unarmed damage becomes 1d4). Warrior Training: You are constantly training to improve your combat capability. Choose one combat feat (see page @@) at 1st level and an combat feat at 4th. SURGE: At 2nd level, if you are not at full HP when initiative is rolled at the start of combat, you may immediately heal 1d10 HP. Once used you may not activate this ability again until you take a long rest Warrior’s FLEXIBILITY: At 2nd level as a standard action you may activate a Combat feat that you don’t know (see page @@). This combat feat lasts for a number of rounds equal to your Wisdom modifier. When the duration has run out you may choose a Combat feat you know (if any) to re-activate automatically. Once you use this ability you cannot use it again until you’ve taken a long rest. Combat Insight: At 3rd level you can take a bonus action on each of your turns in combat. This action can only be used only to Aim, Disarm, Grapple, or Shove. IMPROVED CRITICAL: At 3rd level, choose a weapon type you are proficient with (such as longarm, side arm, or common). When using this weapon you score a critical hit on a 19 or 20. ABILITY SCORE IMPROVEMENT At 4th level you can increase your Constitution and your chosen Strength or Dexterity by +2, or you can increase two ability scores of your choice by +1. As normal, you can’t increase an ability score above 20 using this feature WEAPON MASTER: At 5th level, the minimum damage the warrior inflicts with a weapon he is proficient with is equal to his level + modifier. Equipment: Weapons: Missing Special Rules: Reach (This weapon adds 1m to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it). Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Two-Handed: This weapon requires two hands when you attack with it. Dual Weapons (Kusira gamma, …) You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. Missing Weapons: Flexible weapons (Chain, Whip,…) Blowgun Garrote Net Tools: Parachutes Feats: Former host (General): You where the former host of a Goa'uld or Tokra and you survived the procedure. As a result you have Naquadah in your bloodstream and can operate Goa'uld or Tokra technology. Weapons Finesse (Combat): MP 4 Choose one melee weapon, it gains the finesse quality. Two Weapon Fighter (Combat): MP 4 You do not suffer disadvantage for fighting with two weapons. Combat: Rules for 2 weapon fighting Suggestion: Suffer disadvantage to attack with two weapons: If you hit do the extra damage equal to your off hand weapon (no attribute bonus applies). Aim (Action): When you didn’t move before you make an attack you gain advantage on the attack. Optional: No NPC Attack Rolls: Instead players roll a defense roll. NPC attacks = 10 + modifiers (Attribute and Proficiency) PC defense Roll = Dexterity Save = d20 + Dexterity + modifiers (Feats or Items) If NPC has advantage -> PC has disadvantage on the defense roll instead. If the d20 roll for a PC defense roll is a 20, the attack fails regardless of any modifiers or the NPC Attack result. If the If the d20 roll for a PC defense roll is a 1, the opponent has landed a critical hit. If NPC has a higher critical range with a weapon (19-20) -> the character increases its critical failure an equal amount (1-2). Feat (Dodge) or Items (Shield)that give a bonus to AC act as a bonus to the Defense roll Advantage/Disadvantages: An advantage and a disadvantage cancel each other out. If you have more than one advantage/disadvantage left, roll two dice and pick the highest/lowest as usual, but add/subtract the total number of advantages/disadvantages to/from the result: +2/-2 if you have 2 advantages/disadvantages, +3/-3 if you have three, and +4/-4 if you have four or more. http://methodsetmadness.blogspot.com/2016/12/stacking-advantagedisadvantage-in-d-5e.html
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