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Bahamut_A6M5

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  1. Incidentally, I think this whole argument comes down from the fact people is ignoring AC is an abstraction representing chances for a target to be hit (it consider factors such as size or mobility) AND be damaged. This notion of "attack roll failing to meet AC means failure" doesn't automatically imply a hit/shot missed the target; it could also be the hit was deflected by armor (strike actually connecting but failing to "penetrate") or absorbed (a round hits but the armor absorbs the energy and results in just a bruise).
  2. Interesting to see how, in that list, reol aren't even mentioned. Seriously, those cunning bastards could make their way through a goa'uld facility with their chemical deception ability, sabotage it and walk away as nothing had happened. Now, wouldn't that make for at least an option to be considered? Also, reol would be less broken than a self replicating lego toy. Or an arrogant ascended being (they make for interesting NPCs just to poke PCs XD ). Still, I have my doubts about including Tok'ra as a playable choice, less a goa'uld. Even though Stargate SG-1 RPG allowed for both to be played, it didn't allow for both host and parasite/symbiote to be played simultaneously. A player acting as one had to create either the host or the symbiote and the other was a NPC (in the case of Tok'ra).
  3. Let's put it into a more "graphical" way. You suggest three ACs for armors. Let's imagine a kevlar vest under your idea: ballistic AC: 14+DEX (same protection against a bullet, arrow, bolt, ¿hurled weapons?) energy AC: 10+DEX (same protection against fire, electricity, radiation) touch AC: 12+DEX (same protection against blunt and bladed weapons) A fireproof suit: ballistic AC: 10+DEX energy AC: 14+DEX touch AC: 10+DEX Or the ordnance disposal armor: ballistic AC: 14+ limited DEX energy AC: 18+ limited DEX touch AC: 14+ limited DEX Now, as weapons might behave differently against various materials, the kevlar vest as it should look varying from you "different ACs" approach: bludgeoning AC: 14+DEX (standard bullets, sling bullets and blunt weapons would fall here) slashing AC: 10+DEX (kevlar doesn't bode well against cutting weapons) piercing AC: 12+DEX (AP ammo, arrows, bolts) fire AC: 10+DEX (laser, plasma, fire,... Note that I think this should even be broken further, as a fireproof suit shouldn't provide protection against a ma'tok blast) electricity AC: 10+DEX (zats, wraith stunners, electrical shocks) concussion AC: 10+DEX (explosives mainly) ¿radiation AC: 10+DEX (particle weaponry)? From this viewpoint, a fireproof suit: bludgeoning AC: 10+DEX slashing AC: 10+DEX piercing AC: 10+DEX fire AC: 14+DEX electricity AC: 10+DEX concussion AC: 10+DEX radiation AC: 10+DEX Or an ordnance disposal armor: bludgeoning AC: 14+ limited DEX (hard materials, like ceramic or steel plates, improve its efficiency against blunt trauma) slashing AC: 14+ limited DEX (hard materials, like ceramic or steel plates, compensate kevlar vulnerabilities) piercing AC: 14+ limited DEX (hard materials, like ceramic or steel plates, compensate kevlar vulnerabilities) fire AC: 12+ limited DEX (added minor fireproof protection against deflagrations) electricity AC: 10+ limited DEX concussion AC: 18+ limited DEX radiation AC: 10+ limited DEX Finally, what I proposed: Kevlar vest, single AC 14+DEX, strong against firearms (half damage from them), weak against everything else (full damage from any other source) Fireproof vest, single AC 10+DEX, strong against fire, weak against everything else Ordnance disposal armor, single AC 18+ limited DEX (or no DEX at all), strong against firearms, fire, explosives, weak against everything else (Then again, the "everything else" could be a varying amount of categories for damage sources. Also, this "strengths and weaknesses" system could also be carried to weapons and ammo).
  4. Right now, Stargate RPG is in beta stage; there's placeholder texts and equipment list isn't final. There's no way to know which armors, weapons or items would appear when the game is released. That said, ordnance disposal armor isn't a made up thing; it actually exists (that weird suit worn by people defusing explosives). I simply mentioned it to stablish a comparison between what would be an armor performance against a different one. Melee weapons hitting against touch AC is an oversimplification again. A blade (knife, sword,... even rapiers, which pierce rather than cut) or a blunt weapon are all melee weapons. Touch AC would imply the same armor grants equal protection against all melee weapons (even though you've recognized my point about kevlar barely protecting against bladed weapons). So, according to your proposal, the touch AC bonus of a kevlar made armor is the same for all melee weapons, including blades. In short: Firearms and projectiles (arrows, bolts): ballistic AC. Wrong. Arrows and bolts behave more like AP rounds, so an armor ballistic protection wouldn't be the same for those as it is for a standard bullet. Energy discharges (fire, laser, plasma, shocks,...): energy AC. Same. An insulated suit (or a fireproof one) or the anti ma'tok armor plate the SGC developed wouldn't provide the same protection against a flamethrower attack, a zat or radiation. Melee blows: touch AC. I won't repeat what I've said up to this point. Armor as DR was also handled by Stargate SG-1 RPG, by AEG (developed under 3.x SRD, a d20 system). Your suggestion comes, as you stated, from Starfinder. I fail to see your angle in this issue. About switching armors topic... I barely see why tau'ri and jaffa would want to do that. Jaffa worn chainmail seems as useless against ma'tok discharges as the tau'ri worn kevlar. In any case, jaffa would probably want that kind of switching, as their chainmail apparently doesn't work well against bullets. On a more lighthearted note, have you noticed how jaffa chainmail is bulletproof in Children of the Gods, as the stargate guarding troops barely managed to kill two jaffa with 9 mm. rounds but, as the show progresses, those same rounds seems to pierce through that same armor with ease?
  5. You are oversimplifying the issue for your reasons' sake. Even if fireball and/or lightning bolt have REF/DEX save for half damage, a target with energy resistances would still aply them, no matter if save was successful or not (eg: a fire giant could roll a save for half damage against a fireball yet it wouldn't take damage from the fireball as it is impervious to fire damage). Same goes with the grenade example: two targets, one wearing an ordnance disposal armor and another a kevlar vest, could save for half damage and yet each one receives different damage points from the same source because an ordnance disposal armor provides better protection against explosive blasts than a kevlar vest. Also, risks for oversimplifying bring you to comparing an arrow/bolt/bullet impact, a blow from ma'tok/mace/club and a swing from a blade against a ballistic AC as if each of those attacks behave the same. A kevlar vest is nearly useless against a blade, while it can stop standard bullets or bludgeoning blows. An arrow/bolt could pierce through the vest in a very similar fashion an AP round would do. In the same way, a fireproof suit could provide protection against a flamethrower blast but still be totally ineffective against a zat discharge. I stand on a single AC for any type of direct attack, saves for indirect attacks and armor strengths and weaknesses for both. It would improve even more the equipment choices.
  6. The problem is, you are taking as a given that the end result would be "a couple types of AC". But you would need an AC for every damage type, then add the corresponding variations for touch attacks dealing that kind of damage. Also, where do melee weapons such as knifes of ma'tok blows fall into? It's neither energy nor ballistic. So far, you would need ACs for slashing, piercing and bludgeoning damages; add then energy types (burning or similar for fire, laser, plasma,..., shocking for zat discharges, tasers, wraith stunners, etc.) Up to this point, I am counting five different ACs, they go up to 15 if you add the ACs against melee and ranged touch attacks. Too many numbers to keep track of. It would be easier having weaknesses that would perform in ways such as causing full damage with certain damage types while armor strengths (those damage types not vulnerable to) would cut damage in half, for suggesting something.
  7. Rather than creating lots of ACs, you could go the route AEG went: create armor weaknesses, which reduce efectiveness against certain types of damage. That way, the tactical vest (a type of armor in Stargate SG-1 RPG) was vulnerable to attacks of chemical nature (fire, gas, poison) or explosives. So, earthling armors could be effective against ballistic weapons but perform rather poorly against energy weaponry.
  8. Problem with Ma'tok (staff weapon) is it's a dread-inspiring weapon because of its sheer firepower and showing that mechanically is hard. In the TV show, most people hit with it was basically instakilled and only plot armor would save main characters from dying when impacted by one. I have yet to see how Wyvern Gaming has managed the weapon, but my experience with it in AEG's Stargate SG-1 RPG left me under the impression it was an overwhelming weapon up to mid levels; a single shot wouldn't kill some characters but still leave them fatigued even at those levels. In AEG's game, the staff weapon required two proficiencies, melee for using it as a quarterstaff in hand-to-hand and rifle proficiency for using it as a ranged weapon. It also had a recoil rating of 12 (meaning characters with STR scores lower than that would get a -1 to hit unless they only fired it in single shots), an accuracy rating of -2 (meaning all attack rolls made with it received that penalty), had an error range of 1-2 (fumbling with it was easier) but also extended threat range, 18-20 (making easier to crit), a ranged damage of 6d6 (a bit scary; it also was energy damage, making antiballistic armor nearly useless), had 75' range increments, it was considered an armor piercing weapon (meaning it could ignore some damage reduction from armors) and, on top of the previous penalties, difficulty to handle it meant characters suffered a -2 penalty on initiative rolls at the beginning of combat. Finally, when using fluid initiative, some GMs considered it a tactical weapon, thus imposing a -2 initiative every round it was fired. So, in 5e, most of those features could be worked with some ease. But, as said, have to wait and see how devs modeled the staff weapon.
  9. Glad to hear about that choice. I don't know how you've structured the races but, perhaps, tau'ri could be the base template for humans (as the goa'uld took slaves from Earth to populate their domains beyond the stars) and create other near-humans* from that point. Also, as we are talking about races, is some thought in the team about including reetou or reol? * It's the term used in Stargate SG-1 RPG for those humans evolved in other planets but with different social, scientific, technological and/or biological evolution.
  10. I am into the "need tau'ri" side too. We are talking about the Fifth Race, the "second advent" of the alterans. Its hard to imagine Stargate without having Earthlings messing galaxies around, bringing bad guys down and acting as the "glue" for unlikely alliances (jaffas - Tok'ra, for example). On other topic, adventures around the SG-7? Wouldn't that be pretty boring? I mean, it's a scientific team. They are deployed to study alien devices or weird phenomena, while people at SG-1, 2, 4 or 10 gets all the fun: exploration.
  11. With a fairly generic class design, there wouldn't be the need for classes for non-humans, at least basic classes. For example, soldier could be used for fighting elements regardless race (or there could be a fighter/warrior sort of difference, like in 3.x, to distinguish between people like earthlings, satedans or genii from more "primitive" soldiers like jaffas or cimmerians). I would also advocate for a balance combat/non-combat in each class, rather than having combat and non-combat classes. For example, scientists with limited combat abilities but wide range of features/skills versus soldiers with high combat abilities but limited features/skills. That way, every class could provide support in either situation. The option for multiclassing seems fine to me, as that lets players choose between versatility or specialization for their characters. On a more tongue-in-cheek sidenote, according to Stargate SG-1 RPG handbook, Jackson isn't multiclass (he's "pure" scientist from low to high levels) and Carter multiclasses as pointman/scientist at mid levels and as pointman/scientist/officer at high levels
  12. It's not like we are suggesting an exactly canon zat; I don't recall many people in the show resisting neither effect. Also, if you just go by giving the zat damage and a stun chance, then it isn't different than an intar.
  13. Considering they are building the game upon D&D 5 SRD, I'd bet for a class system similar to that edition. Classes probably will be more focused on a modern setting, very much like those used in AEG's Stargate SG-1 (built upon D&D 3 SRD): soldiers, scientifists,...
  14. Keep in mind it's a wraith super hiveship, not a regular one, we are talking about. I'd say it's a closed match; the ZPM fueled hiveship would be a challenge for Ori ships, which aren't as advanced as the Aurora class ships alterans used during the Wraith War. Also, in space combat, Prior abilities aren't as useful in ship-to-ship engagements. They could be moderately helpful if managed to board the hiveship and yet wraith regenerative powers might be able to withstand the Ori disease. And there's a chance the Prior might end being wraith snack
  15. Welcome. As already pointed out, Roll20 is a good place to check if you have no other people or you suffer from availability issues. There are also commercial platforms (such as Fantasy Grounds) or good, ol' forums where people still gather for some roleplaying. Sadly, roleplaying still seems like a very niche hobby and society frowns upon it because it's not mainstream entertainment (no matter which country you are).
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