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Mal

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Mal last won the day on October 31

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  1. Shotgun can also fire weird exotic ammo, which isn't much use IRL, but can be fun in a game - flare rounds for signalling, breeching rounds for dynamic entry etc etc.
  2. The scatter shot should be bird or buckshot. 1d4 seems find for bird, but buckshot should be a d6 and would have a tighter but longer come.
  3. Mal

    Exploration

    Yeah, I hope they do this too. If you're writing your own campaign coming up with settings can be tough.
  4. Agreed, Jaffa soldier is a must have. Mightbalso be good to give us stats for some actual characters from the show. It doesn't have to be perfect, just something to give us ideas when making characters.
  5. Probably on to something there!
  6. Yeah, i came to like it too. Much more serious series which would have done well in the age of streaming. Perhaps they should have rested the franchise for a couple years back then.
  7. Mal

    Staff Weapons

    Yeah, for the staff armour (standard Kevlar is actually worse in the show than just taking a hit naked iirc) it should retain the knockdown (perhaps allow a Dex save?) But the damage should be reduced or negated. Perhaps the armour can take a certain number of hits before it fails?
  8. Staff Weapons are difficult to model. They rarely hit, but when they do they usually do pretty epic damage. It might make sense for them to have a short effective range and penalties to hit - it is an inherently difficult weapon to actually aim. This could be compensated for with decent melee weapon stats. They could also have a knockback effect to handle the way people are usually knocked over when they take a hit. Any thoughts on this?
  9. Edinburgh, Scotland, from Hampshire originally though.
  10. If it's based on 5e there will be classes and backgrounds. Classes are classes, backgrounds add to the number of skills you're proficient in. Provided there are enough backgrounds for diverse choices it should be all good in that sense. What the actual classes are and what their abilities are is another question altogether. The rules must already be fairly advanced as there has been playtesting already. We won't really be able to get a good idea of how the classes need to be changed or tweaked until we have a bit more information.
  11. Mal

    Combat

    I'm going to have to look that up.
  12. Hey, sorry, didn't mean to ignore your anxiety. I'm sorta in the same boat (aspie myself) so I certainly didn't mean to minimise it. My personal experience was that a bunch of friends who RP eventually got me to give it a go. It was a horror setting which I didn't care for but in time campaigns came up that were interesting and I got more into it and gradually got over being self conscious (now play an outrageous paladin called Ivor Fleshammer who is based on Zap Brannigan). Now we're in a D&D 5e game and while I basically hate fantasy, it doesn't matter because the story and company is worth it. Now that I want them to get into Stargate I have people I can nudge to play and get a group together. So, if I were to suggest a strategy, I'd try one of those game shops. I don't know exactly how inconvenient it would be but it sounds like a potential option? If you're not up for that, I understand. As Paul says it still looks like you can contribute in some important ways anyway. Best of luck getting something together mate.
  13. Mal

    Combat

    So I've been thinking about combat and I feel like it needs to have enough depth to be stay interesting. So I want to out a few concepts I feel should be in the game. Flanking In 5e, you flank when two character are in melee range on opposite sides of the target. In stargate, I think flanking should be a bit more potent. You should be able to flank at 90 degrees and from range. This could be overwritten by specific class abilities. Suppression You should be able to trade ammunition per round for a standing attack against an area and force targets to take cover. There would need to be mechanics to handle targets evading your fire, probably a Dex check. Equally,being able to pin the players down might be useful and good for RP. Multi-attack Some classes and weapon combos should be capable of attacking multiple targets if they are in proximity to one another. Damage could be spread between them or separate rolls made as in D&D 5e. Damage Gun damage usually relates to calibre and ammunition and this could get really messy really quick. Qualities like 'armour piercing' also make it a bit more complex but need to be accounted for. Different calibres would presumably be different damage dice. I don't know how AP would play in that environment. Can you guys think of any other concepts or issues relating to combat mechanics.
  14. Have a look around on rolld20. I'm lucky to have a group locally but there are lots of online teleconferences games. Otherwise have a look around for model shops/comic book stores, some of these may even run games themselves on a pay to play basis. You may well struggle to playtest without a group but its not as hard as it used to be to find people.
  15. Yeah, need to get on a rewatch as well. Have the DVD box set and really need to Rio them all to HDD to get rid of the very odd CGI menus....
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