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  1. And don't forget that the creation of a hok'tar/psychic is a long standing goa'uld research project. It didn't get anywhere until Nirti got her hands on an Ancient gene resequencer and even then that didn't go well. Then we have the ancient woman from antarctica with the healing hands who dies from the plague that the ancients sort ascension to escape. We have no idea what caused it as I recall, but it doesn't take a great leap to imagine just as the asgard's genetic engineering doomed them the ancients similarly doomed themselves. TL;DR - superpowers in Stargate kill you.
  2. More importantly it's probably not covered by the licence. But it's been my anecdotal experience people feel free to throw out established canon or at least give it a bit of DIY love because they disagree with what the writers did -- or didn't -- do, or they want their PCs to be the primary plot movers instead of canon SG-1.
  3. This isn't 3.5; it's 5e, where they double down on the less is more concept. As you'll note from the origins chapter, pilot is a general "operate vehicle X" skill, so anything that tries to granulate that is going to get passed. Similarly weapons aren't going to get that treatment either because the devs have repeatedly stressed they're trying to avoid the combat focus of D&D. Unarmed, melee, hurled (ie, anything muscle powered, including bows & grenades), ranged 1h, ranged 2h, heavy/tactical (crew-served or requiring a backpack), and vehicular are all you really need,
  4. All the reason to have species-based feats. I suspect, and certainly hope, that a future expansion book will have specific background origins for the various branches of the military that would give the soldier a reason to choose the tau'ri military option which at the moment effectively just gives them the choice of 4 kits (as they're already proficient in all kits awarded by this origin, the "choose again" ruling would need to apply) which though actually really useful doesn't really speak to anything iconic about what it's meant to represent.
  5. Speaking of, does anyone have any of the material from the unpublished 3rd season book they put up on their forums back in the day?
  6. Is there room for Bill McCay sourcebook on the schedule perhaps?
  7. Thanks MEDIC As Bahamut says, this class is basically the team cleric. The change to the class features gives them additional survivability while they're tending to the rest of the team. I've really gone to town on the abilities. Having worked out the essential weighting of those various abilities, I'm including them here to help less invested readers evaluate them. First Aid has been tweaked and grabbed so conceptual function from Man Down. The automatic stabilisation of that ability has been has been shunted up to Stay With Me, because I wanted a really heroic and awesome capstone ability. First Responder is the class' hook into the Determination system and provides the functional basis of the aforementioned Stay With Me. As the medic character arguing with the bad guy to save the life of their patients is just so fundamental to a lot heroic drama. It also lets the medic act as something of a back up to the Diplomat when it comes to pushing agendas and moral authority. Orderly Conduct is there for folks who want their medic to engage with the game in ways that minimise inflicting harm on other players, something that Organ Targeting certainly didn't, without having to rely on tech. The disadvantage is there because it's only a 5 point ability and in some systems inflicting exhaustion/subdual damage can short circuit some things so I'm in now way married to the idea of it. If you check the Medical Feat section, Triage was originally valued at 9 points. It's flavoursome in that it doesn't involve just patching folks up in some interesting way and has some utility, but it's really not worth that much. Moving it up to a standard action instead of a bonus makes the price drop all too easy. It could have stayed where it was originally, but it feels better having Orderly Conduct occupy that sport and letting this sit beside the Procedure. And thus we come back to Stay With Me which I just adore because who doesn't like someone who can look Death and dice gods both in the eye when the world is crashing down and say "Not today!" and mean it.
  8. Because I'm on a mission atm I look at this nice collection of data points and see an opportunity for the engineer to shine. Rather than getting granular via all the countless varieties of gun, I' think this could be abstracted out to get the effect you're looking for. Have your standard pistol, SMG, Rifle, etc. Then you throw in a "Large Calbre" upgrade from the team engineer that bumps the die up a notch of the weapon it's applied to. Have a side bar showing which combination of upgrades (and upgrades should be adding weapon qualities too) broadly replicate what type of real word weapon. Automatic upgrade bumps the die up a notch (and maybe gives advantage on the attack check if you use strength instead of dex) but halves short range. So the M60 as a high calibre automatic long arm should be spitting out 2d6 or 2d8 damage. Alternatively, there's always thefreely available for devs and players alike weapon stat-lines from the d20Modern SRD if you're after something a bit grittier and granular.
  9. Plugging in the various MP costs as they stand never got all 6 class feature sections to balance until I hit on change the cost scale of kits, making it linear instead of exponential. Though I don't like it -- especially in a game where you're almost inevitably going to have encroach on the role of others in order to spend your MP -- based on the 5e system I can see why there might be an escalating cost behind picking up new proficient skills the broad capability boast that can entail. Tools, however, don't really warrant it: they're a static boost, some might even argue a form of skill tax. There's also no real reason why you be limited to only picking up 3 additional tools The other adjustment I had to make was bumping the cost of the hit die up a point to 6. It balances at 42 points per class. So, new feature distribution. Highlights where changes have been made. Diplomat: d8 hit die, extra skill. Engineer: d10 hit die, extra armour and weapon proficiencies, 1 less tool. Medic: d10 hit die, extra armour, longarm proficiency instead of shotgun (which should be under longarm anyway), extra kit, 3 skills. Scientist: extra kit (so much research involves unobtrusive observation and is good protection for the more squishy team member). Scout: drop scuba, gain climbing and medical kits Soldier: extra weapon proficiency, 1 less tool The medic isn't Janet Frasier. Hathor showed she was a trained (if rusty) longarm user, while Heroes amongst others showed she was rated for heavy armour. This class as part of an SG team is representing combat field medics, US military doctrine stating they have to perform as a standard rifleman until people start getting injured. If you stan Sam "the Falcon" Wilson, the guy who does what Captain America does just slower, you'll remember he's ex Search & Rescue, ie paramedic special forces. Giving the medic and scout both proficiency in climbing and medical kits creates multiple routes to achieving a character reflective of particular breed of operator (also, as lone operators a scout would need proficiency with a medkit where an ordinary soldier wouldn't).
  10. Thanks You do bring up a good point. There's a lot anecdotal evidence that a significant number of home games never manage to reach level 20 to the point I've seen d20 clones trim classes down to 15 and even 10 levels in order to concentrate the play experience into that more populated area. It's certainly been my own personal experience that they've petered out after reaching mid level if they lasted that long, Which is why one of the things that really excites me about the SGRPG is the complete abandoning of the ridiculous XP scale of old in favour of the far more compact MP. The choice of semi-classeslessness is also really interesting but this is where Gobekeli's remark hits home for me. *does some recalculations using MP values for everything at 5th Level * Diplomat 122 mp (level vs level: 1 level above average (4th). running total: +avg 4th; -avg 2nd, 3rd) Engineer 123 mp (level vs level: 2 levels above average (4th, 5th). running total: +avg 5th; -avg 1st, 2nd, 4th; --avg 3rd) Medic 126 mp (level vs level: 2 levels above average (2nd,5th). running total: +avg 2nd, 5th; -avg 1st, 4th) Scientist 125 mp (level vs level: 2 levels above average (3rd, 5th significantly). running total: +avg 0; -avg 3rd; --avg 1st, 2nd, 4th) Scout 122 mp (level vs level: 1 level below average (5th). running total: +avg 1st - 4th) Soldier 122 mp (level vs level: 1 level above average (3rd), 1 level below average (5th, significantly). running total: +avg 1st - 4th) That's... not ideal. On a number of levels To me as a player I don't really want to wade through 5 levels feeling like I'm being overshadowed or conversely doing that to another person on the team as a result of the system -- it's bad enough with extroverted and introverted personalities in various combos but at least can be reigned in. As a GM I need my players to feel like they're equally capable of contributing, and can stand out at the thing their character is meant to excel at. I prefer purchased ability scores as a game balance mechanism. When I played my first game of 3rd edition, I rolled so disgustingly well on my character's abilities that I was functionally at least a level ahead of the rest of the party in terms of the DCs I could reasonably hit which was great for me but a bit of glory sponge to everyone else. Similarly I think it's going to be less than fun if a party aren't levelling together. You get your MP and purchase feats at the end of an episode. The diplomat has saved up to buy an advanced training feat to double as team medic -- bang, 9 mp gone. The scout on the other hand just purchased their second consecutive field hack, hits the magic 10 MP spent mark, and woohoo! levels up. Our diplomat now has to spend at least 1 story a level down because the cheapest feat is 3 MP, which is assuming that's one they're interested in. It's a return to the problems of 3rd edition's level adjustmennt and the class specific xp advancement tables of the editions before that. Note here that my problem isn't the price points or that advancement is slower for less benefits,, but that you've made advancement dependent on how much players spend rather than how much they earn On the subject of those class subset feats I think it's worth noting the following: Inspiration (Diplomat): 5 - 3 = 10 MP Modification (Engineer): 6 - 3 = 15 MP Procedure (Medic): 8 - 3 = 25 MP Discovery (Scientist): 6 - 3 = 15 MP Field Hack (scout): 9 - 2 = 35 MP Tactic (soldier): 7 - 2 = 25 MP Basically half the classes can buy up their remaining class feats before moving on to level 6. It's probably not going be a thing that happens a lot but it's at least possible and may have a effect of purchase choice thus progression speed.
  11. ENGINEER (Last edited 2020.05.13) This is a version of the engineer that excites me, hooking into a couple of other subsystems while remaining part of one I can only make suppositions about. The class features are based on the more aggressive balancing in the top post. First Principles is stolen from the Wright origin as part of getting rid of the monofocusing I decry above. It's so damn good, and gets the class involved narratively and mechanically with the whole getting to grips with alien tech idea right out of the, ahem, gate. Also, the name that it had originally been given was just not sitting well with me. ETA: On a related note, Xenotech Specialist got the flick because there's nothing there for it. When that system is addressed, it can come back as a modification feat. I am such a doofus for somehow managing to miss what the modification thing actually meant. Okay, Xeno-Tech is back in as it's a pretty core concept for SG engineers to have but it's still moving up a level because it feels like a good half-way point for the class to reach. Bumping Jury Rig up to 2nd level let me roll Whack It into it to get better value out of the name space the ability sits in. I deliberately left out the action repair as something that can be acquired by feat later once the training wheels are off. ETA: Elbow Grease hooks into R*D in a way that's very different from the Scientist, and feeding it with Determination makes it feel meaningful. ETA: Tuneup was moved to complete the stringing out of the repair reliance. Using the proficiency bonus allows it to grow as the character progresses their career without requiring obsessive stat increasing. Planned Obsolescence was too much fun to give up but it needed to be made part of the narrative structure and not encourage blowing people up as a preferred choice, hence the distraction alternative. WRIGHT This word right here means you're a builder and fixer of things. Yes working out how unfamiliar tech works lets you fix it, but that's just way to niche of a case to fit the vibe of the background let alone the ability name which references an addage for thoroughness.
  12. DIPLOMAT (updated 2020.05.12) As with the Engineer, I found the diplomat a little monofocused on the hit point buffing so I here's an attempt to round it out a bit, Changes from the original are highlighted and incorporate the revised balancing from this post further down the thread. Alternatively you could keep the medkit proficiency and drop the hit die down to a d8. The change to Linguist address a personal bugbear of mine of the universal communicator ease at which everyone speaks english even in the Pegasus galaxy. Getting such a big boost in getting a good translation back at base is an attempt to tie in to the whole players upgrade the base mechanic. I think there's room to bulk out the culture/language rules to differentiate between a working knowledge of a language and fluent/proficient use of it. ETA: I originally subbed in Motivational Speaking for Word In An Ear at 2nd level because nothing was with other systems. and I was looking for a nice bit of rounding out. I've since relented because I realised I could more elegeantly do that with the pre-existing ability via the inspiration feats (see below) which are currently a little sparse for this class. ETA: I moved Diplomatic Expertise to 5th level as the doubling of the proficiency bonus to a check feels far more like the crowning achievement of the class than a small bump to the maximum HP output. Rise To The Challenge is the replacement for that particular ability through basically sort-of adding Advantage to the Inspire check via the Tension Die because it seemed a nice hook into that system and serves as a reminder of what's about to come smack the team upside their heads. DIPLOMATIC FEATS (Edited 2020.05.12)
  13. Speaking of the Engineer, I don't think I'm alone in finding the entire class underwhelming and more situationally dependent than any other. objects get damaged rather less than characters so skewing so heavily towards HP restoring makes this class less broadly useful than it should be, that focus combined with long-rest dependent gear modification means you’ve given the class no meaningful interaction with the R&D system which frankly should be this class’s bread and butter. Now a good chunk of the first issue I’m sure is going to be addressed shortly, but with no vehicles rules and nothing at all in the gear chapter having HP, basically half of the first three levels of the class is currently functionally redundant without the GM making something up on the spot, leaving Engineer characters at something of a loose end when it comes to having something special to contribute. Even when those game mechanics come online, there's little actual variation in what the class does. The second point is I feel the more significant problem. The broad reach of the Scientist’s Eureka ability just flat out allows that class to trump anything the Engineer is currently able to bring to the table during R&D encounters (and I think that system needs to explicitly mention it's the way through which fundamental SG-1 style activities such as hacking and systemic sabotage are achieved). Might I suggest that instead of it’s current temp HP functiont Whack-It is rewritten to affect R&D results. Similarly, Planned Obsolescence, while fun. should be reworked to serve as a modification feat rather than as a 5th level ability given its application would seem rather rare. Maybe something along the line of a Scotty-esque ‘Miracle Worker’ where you get to knock off one of the R&D challenges early, or make them with Advantage.
  14. So. I'm giving the classes a good look over and the thing that immediately strikes me is that they don't seem balanced against each other in terms of their basic benefits, with the engineer in particular coming off poorly. As you can see in the attached image (classbalance.png) where I've given everything a basic weighting based on the least populous option. Even giving the extra proficient skill 2 of the classes get a really generous weighting, that still leaves half of the classes being better than the other. The second image shows how I would adjust the class benefits based on that assumed weighting. ETA: I've added a 2nd rebalance which is rather more radical and touches each class. The Diplomat and Engineer swap hit die. Shotguns are rolled into longarms and replaced by a 'heavy' category that will handle anything self propelled, crew-served, or otherwise unwieldy such as big machine guns, staff cannons, and flame throwers; Engineers and Soldiers both pick it up. Multitool is no longer a kit -- sorry, but that thing is so basic a child can use it -- while the climbing kit most definitely is as if you try to use that without training you will probably kill yourself or someone else. Engineers and Medics both pick up heavy armour. Those guys roll out into combat zones, you bet they rug up as well as soldiers do (and engineers handling EOD absolutely know about heavy armour) As soldiers have medics with them, they lose medkit to pick up heavy weapons; the scout, likely being on their own when they run into trouble, pick it up in lieu of losing shotguns.
  15. Races: As a player, I'm good with the choice of races presented so far. All those are however clearly fodder for a future expansion along the lines of d20Modern's Menace Manual. Something like "Stargate Command Guide to Allies & Aliens" Origins: I'm with you on there being some obvious ones missing, especially if you're throwing Sailor in as a background choice. AQUATIC The waterways and oceans of the world are where your culture took root, giving rise to a people intimately familiar with the efforts and joys of earning a living from the water instead of the land. Attribute: Strength +1 Natural Swimmer: You have a swimming speed of 6m. UNDERWATER You spend a significant portion of your life working beneath the surface of large bodies of water, maybe as a clearance diver or engineer. You've learned to deal with the pressures both literal and figurative of the deep. Attribute: Constitution +1 Safe Harbour: You gain advantage on saves to avoid suffocation, unconsciousness, and panic / fear effects. Assassin does have a storied history in heroic fiction, but my guess is that is probably doesn't quite fit the noble military action adventure vibe the Devs seem to be going for here. Terribly logical material for that Allies & Aliens expansion though because Tok'ra Urban Assassin would totally be a thing. And I feel you on the spy thing. A general one would fit nicely with both Diplomat and Scout types from all races except maybe the unas, while the version of Passing the Tok'ra Spy origin currently has is weak and highly situational in a way none of the other species backgrounds are. Given that espionage is totally the thing tok'ra are best at however, I think they still deserve something along the lines of what you want to put into general population. TOK'RA INFILTRATOR Your study of other cultures makes you really good at faking being one of them Required Race: Tok’Ra (but not Pangaran) Attribute: Charisma +1 Blending: When making a Charisma (Deception) check to pass yourself off as other than a Tok'ra. you may use Wisdom (Culture) instead. Classes: Again, I see where you're going with this and I do love me some good infiltrator shenanigans (though I suspect that role is being seen as part of what the Scout might do in order to keep focus on team roles broadish). But "martial backbone of the team" does seem to miss the point I think the Devs are trying to make, which that while inevitable they're trying to move away from the standard D&D mindset and more towards the notion that even though it's mostly non-lethal here combat is the least preferred option. You'll notice that by stripping the base attack bonus out of class design, basically everyone is inherently equally combat capable as everyone else. Yes where you put your attributes and feats will affect it somewhat, but everyone otherwise gets a similar result and picks up the damage boosting feats as they progress. I see the attraction of a more dedicated heavy hitter than the somewhat generalist soldier might hold but I think you might need to rally some more support for the idea. Hopefull the Devs can expand on this when they reply to the thread. More thoughts later
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