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  1. Easiest way to handle this is to introduce a mook/main character divide so only characters that are supposed to be a major threat get full hp. Everyone else just gets a number of hit boxes equal to twice their CR, or even 2CR+1. Everytime they get hit, you ignore the damage the attack actually does and just tick off the boxes. The damage increment feats each add a box to your output -- so if you have the feat @level five, evry time you hit a mook you do 2 hit boxes worth of damage, for example -- with Crits doubling the number of boxes you can tick off, ie a crit @ level 5 does 4 boxes of damage
  2. Actually, humans got an extra feat at level 1 when d20 kicked off. But in 5e no one gets feats at the beginning, not even humans (DM option to implement variant humans aside); since SG-RPG's humans are distinctly different to those in the 5e SRD, going further offbook and bringing back the universal starting feat or else maybe a pool of bonus mission points doesn't seem that crazy.
  3. Feats are pretty character defining, so should all characters get a bonus feat at 1st level?
  4. The series showed that there are only 2 generations: The ones I'm referring to as elder Tok'ra which are Egeria's (1st and only) revolutionary spawning who have fighting the system lords for over 2000 years fuelled by the elder memories they inherited from her, and then the Pangaran newbies who have basically been socialised as good guys. Both of these are starting options for PCs. Anyone from not from either of those generations is one of the exceptionally rare goa'uld turncoats (who I think we all agree are best left as NPCs). And again, even if there was more than 1 elder spawning, even the least experienced has lived in excess of 2000 years because that's how long Egeria was on ice. If we say a host lasts on average 250 years a pop, that's at least 8 previous hosts. At least 8 whole other people with lived experiences the symbiote has absorbed knowledge from while actively hunted by the system lords whilst pre-programmed to fight a guerrilla espionage campaign against them. Given that there are no longer bonus feats at 1st level as far as I can make out from the rulebook, my idea of forcing elder tok'ra to take a mandatory 1st level feat to better model their capabilities won't work. Which yet again brings me back to the "Advantage on Wis Mod checks of their choice per long rest" as the only decent solution.
  5. Again, the assumptions of the system are that you're starting out with a bit of life experience under your belt but not a lot: after 2 millennia, tok'ra -- and indeed any of their species with access to the genetic memory of their system lord mothers -- should be proficient in most if not all skills. Given their experience and the physical enhancement provided by a symbiote, the average tok'ra is effectively going to be Logolas to everyone else's Gimli. If you were going Giving them advantage on checks Wis modifier times is realistically the closest you're going to get to reflect what they're capable of while keeping them reasonably balanced against other options. And honestly, given the setting of the game, I think I'd keep the elder tok'ra out of the PC's reach altogether. Being subservient to Earth's military is grossly out of character for the elder members of the faction from everything we've seen in the show, especially given how salty they were about Jacob/Selmak's tendency to side with the tau'ri led to them excluding him from some of their war councils. If you do make them a player option, they should be treated with considerable care. Keeping the species to the pangaran generation is, I think. the smarter choice. Their power level is more reasonable, and being a tabula rasa far more prone to interventionist action makes for a more probable reason for them to part of SGP and opens up interesting narrative choices playing them against their more cautious and conservative older siblings.
  6. I remember seeing them in the shops but never read them
  7. SGU came a few years after they'd sent SG1 out to pasture and Atlantis to the knacker's yard so it's not like they rushed into it. It was just a sad and all too familiar case of an SF series being early for the zeitgeist
  8. Even an 18 year green army private gets a +2 ability bump, so no, that doesn't even come close to modelling the symbiote's 2K years of experience.
  9. Well, 5E doesn't do botches the way Spycraft does, one result of which was that when things didn't go to plan the host and the symbiote could find themselves out of sync with each other for a round or so. There were systems for dealing with the symbiote changing hosts. Mechanically, the symbiont and the host were distinct yet interdependent entities. Yet here, the mechanics don't really give any impression of that -- though to be fair when introduced into the series we were given the impression that Jacob was perhaps unusually... active... as Tok'ra hosts go. To start with, the cut'n'paste of the Jaffa's loss-of-symbiote drawback needs to be reworded to specify that it's a symbiote without a host that appears to be the one to suffer the con damage. Further, there's nothing there to suggest that the character is sitting on 2 millennia of hard earned experience, so the advantage to mental saves should instead be advantage to mental checks; if you want to get creative, offer the ability boost to the choice of any mental score, then apply the check advantage to the other 2 (a character who takes the +2 to Charisma gets advantage to Intelligence and Wisdom checks, etc) Credit where credit's due, I love that you folks picked up the Pangaran symbiote thread. (And Pangara absolutely needs to be one of the human world options instead of the tollan whose behaviour in the series would seem to make ill suited to membership in the SGP. Joined Pangarans working alongside their singular fellows offers an intriguing synergy.) However, the pangaran symbiotes aren't amnesiac. They're blank slates. Without the weight of their inherited memory, they have the chance to learn to be something other than conquerors or rebels. So their advantage to physical saves works, but I'm not really seeing Charisma, the force of personality, being a key ability. Similarly rather being shrewd diplomats, it strikes me their other racial ability should be more along the lines of adaptability or assimilating new things.
  10. Testing a system includes suggesting work arounds and different approaches if we feel the system as presented doesn't work. The whole point of betatesting is that we're trying to find stress and outright break points, and that as a result nothing we're given is set in stone.. Personally I dislike the higher AC = more effective armour idea and feel it fails on a number of levels, simulationist and otherwise. Armour makes you harder to damage; in doing so it can make you less mobile and easier to strike with a weapon that may or may not be effective.
  11. Got to say that this take on the tok'ra/goa'uld hasn't really appealed to me based on my initial read through.
  12. 1001100x02


    It should be noted that Spycraft's range value is the size of the weapon's range increment, of which there are 10. So here, the M9 can potentially hit someone up to 200m away, though suffering a -2 penalty for every 2nd increment if I remember correctly. They also calibrated their damage scale based on real life ballistic damage mathematics.
  13. Working the Threat Die into the ability might be a nice idea too
  14. Jack was hit so many times with zats that there's an episode where he shows enough resistance to remain semi-conscious after being taken down. That might actually be worthy of a feat. With regard to Zats dealing electrical (lightning) damage*: in the series we see the discharge is conductive via metal railings and puddles of water, essentially rendering it an AOE attack so there should be some mention of this in the item description. You might also consider say that a shot loses a level of effectiveness every 10 metres as a way of further toning down the power curve on the weapon. And given the declaration that damage tends to be non-lethal, you could replace the death effect with being reduced to 0 hp and auto-stabilising (maybe at the cost of a DP) --- *: the damage types list lightning only, while the gear description specifies electrical.
  15. The Doctor Who RPG has this neat idea where talkers always go first in a round, followed by movers, with fighters coming last. Given the existence of Moxie speaking to a desire to de-emphasise combat as the sexy go-to option, implementing that flow control would be workable, even if you do it in the form of the 1st social action in a combat situation gives you a +10 initiative boost for 1 round, same with the inverse. I'm also going to nominate STA's abstraction of skills down to a reasonably small and broadly defined list instead of the 20 we have here DPs should be rechargeable during play just for doing something cool/neat/awesome.
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