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Everything posted by Bahamut_A6M5

  1. I don't have to defend the current ranges because they aren't at fault. The issue is how 5e manages the long range disadvantage versus short range. In 3e, attacking at max range imposed a -18 to attack roll; in Cyberpunk, attacking at a weapon max range had difficulty 30 (hard even for a experienced shooter with REF 10 and fitting weapon skill 10; she would still need to roll a 10 in a d10) under normal conditions. So, whereas other systems have come on top this issue, be the range 50, 100 or 1,000 meters, 5e falls behind because of the short/long range mechanics. Also, Tetrasodium, I recall you started all this whinning about weapon ranges because you had issues with commercial mats not being big enough to represent engagements with firearms even at short range. Or the VTTs having problems dealing with too many cells in maps as to represent the range figures of certain weapons. And, in this topic, as you came complaining about weapon ranges again, you brought the mats and the VTTs. Again. If you have an actual issue with weapon ranges that don't actually involve size of mats nor VTT issues with memory nor floating points, I would gladly hear it. Just food for thoughts: any issue you think you have with a pistol having a 50/100 meters range in SGP will be the same issue even if you reduce it to something like 20/40 meters.
  2. And again, we come to the simple issue of converting the P90 into a submachine gun rather than a longarm and thus we don't have P90 users sniping targets at 1,800 m. ranges. A thing such as having Proficiency with Longarms feat covering SMGs, assault rifles, hunting rifles, shotguns and marksman rifles shouldn't mean all those types should be encompassed in a single, catchall category (meaning a shotgun could potentially be fired at 1,800 meters). The feat could allow for the character to be profient with all those weapon types, then have each weapon type broken down into subcategories: SMG, assault rifle, etc. with each one having specific traits (SMGs could be autofire with short range, assault rifles could be autofire with longer range, marksman rifles could be the 1,800 m. nightmarish range "owners" and so on). Lastly, forcing down a "nerf" into weapon ranges just because "my mat doesn't have enough tiles to catch the maximum range of a pistol" seems to me like a stupid reasoning. Also, "The laser rifle is 20/60 squares not the sgp pistol's 50/100 squares" is a poor comparison: laser beams lose coherency when fired through an atmosphere (things such as small water drops floating in the air refracting or difracting the beam), which greatly limit their range effectiveness; nothing to do with the air resistance a small projectile suffers when fired.
  3. Ranges aren't absurdly long. The issue here is the fact 5e rules work with just a short/long range variance regarding penalties to attack rolls. The 1,800 m. range for longarms wouldn't be applicable to P90, as it is a submachine gun, not a proper longarm; in fact, 1,800 m. is quite the range for an assault rifle but not for marksman rifles. As a sidenote, the effective range for a P90 is around 200 meters. At 20 m. you are basically dead if shot with one. Then again, this issue with ranges seem to come from people using "standarized" mats for tactical combat. The "teather of mind" allows for easy engagaments where distance isn't an issue. And the floor (or a big enough table) with some props and a "1 cm. = 1 m." scale work wonders for solving long range combats.
  4. Rewatched the episodes, searched and read transcripts. There's no reference in neither to Teal'c stating something like that. So, unless it's from the DVD reshooting... Why would a larval goa'uld take a jaffa as host when it could use the jaffa's abdominal pouch to survive?
  5. That would fall more likely under feats field rather than "races". It would be more like Carter gained a feat (let's call it naqadah blood) after Jolinar's death; Ancient gen would also be sort of a feat for humans. However, no such things (yet) in the rules. Goa'ulds never take jaffa as hosts. It might be snobish pride or it could have to do with jaffa physiology, but a jaffa turning into a host hasn't happened a single time in the show.
  6. If it was Stargate 3.0, I wouldn't mind throwing a PbP game. But my actual experience with 5e is zero (have read the SRD, but haven't played nor mastered).
  7. You could always shuffle a few names. Rather than Ra and Apophis jaffas, you could throw Ba'al's and Yu's. And have the clones being for two girls; one at her teens (preserved), the other a child. And for additional surprises, have both be Nirrti's clones (and all this mess being another attempt at a hok'tar host: the child shows some "peculiarities"). Regarding AEG material on goa'ulds, I recall something about most of the content on suplements not being considered canon, so it wasn't covered by the IP.
  8. And the whole thing derailed. I thought the idea of a forum game was an alternative for online, live sessions. A post-by-post play that would help solving timezone issues and the likes (and probably would make finding available players easier).
  9. This premise basically discards nazi Germany. If a goa'uld was to infiltrate and subvert the most powerful faction, that would be either the United States or the Soviet Union. Larger territories, more natural resources availability and sheer manpower make them potential targets compared to the small Germany, with no access to oil or rubber, for example. So, in order for a nazi controlled Earth scenario to work, you have to dismiss Stargateverse canon and make it a fanfic literally, with lots of plot holes as to how nazis defeated allied forces with alien technology without incurring goa'uld wrath, recovering from damages caused by war in time to stop possible goa'uld invassions and, what's more, singlehandlely defeating the System Lords with no jaffa rebellion, no asgard foils, no Oma mingling. It could work, as long as your players don't go asking questions and are happy with just shooting nazis armed with plasma repeaters shaped as MP40s.
  10. All this goa'uld Hitler scenario could only work if the goa'uld infiltrates and subverts the whole organization to do its bidding. With the usual goa'uld MO, the scenario would never work. Let's put it this way: nazi Germany discovers how the stargate works, then proceeds to create its Stargate Program. They run across the galaxy taking advanced technology to further the nazi agenda on Earth. In the process, they anger the System Lords, who move against Earth. A goa'uld invasion force is dispatched and the nazi SGC fails to stop it (basically, the nazis have been using their newfound techonology to beat the crap out of their earthling enemies, not alien enemies). As the Earth assault begins, goa'ulds bombard major cities on Earth from orbit, killing millions in doing so, and most military groups. In a second stage, secondary cities and remaining militaries are picked with selective strikes using alkesh and death gliders, before moving into straight ground invasion. With nazi ground forces decimated, jaffa hordes meet minimun resistance; they kill and take prisoners as they advance, capturing territory. Once Earth is secured, the appointed goa'uld moves into demanding submission to their new "god". Those refusing are mass executed in front of population, as an example for those denying goa'uld "divinity". Eventually, enslaved survivors would be brought into submission; in a few generations of indoctrination, earthling slaves would believe the goa'uld is their "god". Advanced technology would be taken for goa'uld use; slaves would be denied access to such technology. Technology level would be force dropped into Middle Ages or earlier, with people wielding knives, swords and bows at best. That's so, in case or rebellion, jaffa enforcers would have no problem with quelling revolts using their more advanced weaponry (ma'tok and zat). Also, goa'ulds would have little to no use for nazi ideology. It would more probably be banned (there's only a "superior race" in the eye of goa'ulds and it's them; forget about "arian supremacy", humans are nothing more than cattle for the taking).
  11. You are taking it already too far. It's been canonically established stargates don't deal with alternate universes. The most a stargate could do is send characters into their own past, a past where nazis are defeated. Changes to that timeline would eventually lead to a Moebius paradox: for example, SGC wouldn't be created, characters wouldn't be in the team (they could even not exist) and they wouldn't travel back in time, potentially changing the timeline, which would fix the original timeline and events. What you want to do requires specifically a quantum mirror, not a stargate. And whatever the team does in that goa'uld nazi timeline wouldn't have impact in their original timeline (where nazis were defeated and never got to control the stargate). In fact, I don't see there's much of a point in playing such scenario, unless you want a "escape against overwhelming odds" situation; there's nothing or little to gain for characters in that environment they couldn't get from goa'ulds in their own timeline and universe. Remember, goa'ulds limit the technological and scientific development of the civilizations they enslave.
  12. Seeing the only thing helmet does is adding additional AC points with no other advantage nor disadvantage, I'd consider it an armor accesory rather than light or heavy armor. Still, for categorization sake, it would be heavy armor (this category doesn't reference the weight of the armor, but their hardness against projectiles; light armor is made of "soft" materials, such as kevlar, and as such they offer limited protection, while heavy armor uses "hard" materials, as ceramic or steel plates, to improve their defense capability against bullets and the like).
  13. It might not be exactly what you are looking for (group for live, online playing) but what about games via forum? This one has a specific section, "Forum Games", which is unused (as far as I can see).
  14. Don't use "mats". Or use a "1 square=10 m." rule (this measure complicates character movement, though, as it is harder to track "fractions" of the square a character moving in ranges of 3 is covering). Then, there's also the issue with 5e simply having a "short range shot/long range shot" mechanics; a rule related to range increments from 3e would be more helpful, as it imposed a -2 penalty for each range increment between shooter and target, making attacks at maximum range have a -20 to attack rolls (-10 with thrown weapons).
  15. Vala falls into the "charming rogue" role (like Han Solo); she's not a spy nor an infiltrator (in Stargate SG-1 RPG, Vala would probably have been a pointman). And yes, there are Tok'ra spies and goa'uld asraks in the show but there's a reason all the Tok'ra spying happens offscreen and the asraks play the role of adversary when they appear; the main focus of the show is not undercover operations but exploration and discovery. Most people buying a Stargate based game probably expect to emulate adventures like those from SG-1 rather than playing Jacob/Selmak in every mission. I would point into this statement there's also a lot of different type of games out there. Meaning, if you want to play undercover agents, Spycraft (first to come to mind) probably would serve you better than Stargate, for example. Same if you want to play a katana wielding martial artist; her chances for success would be greater in a L5R setting than in one where main antagonists use plasma based, ranged weaponry. In my opinion, that's not an incredibly high amount of combat related feats. Then again, I am coming from Stargate SG-1 RPG, which had about 100 feats directly related to combat (and those are just feats, not class features. Also, I am not including feats indirectly related to combat, like Toughness). So, I hope you understand the figures you provide to prove the combat focus of the game fall too short in my eyes to be considered combat focused. Now, some thoughts about your take on the Scout: I would change it to Animal Handler: the Scout has advantage when using her Survival skill to calm wild animals or deter attacks from wild animals when unprovoked. Aditionally, the Scout can rear and train animals to perform a limited number of tricks and effectively issue commands so the trained animal execute the learned tricks. Teaching a single, specific trick requires the Scout spend 8 hours a day for a week training the animal. After that time, the Scout checks for Survival (CD 20); on success, the animal learns the trick and can be taught a new one (if tricks points are available) but, on a failure, the Scout must restart the training and spend the required time. (It would also require for additional ruling, to determine how many tricks an animal can actually learn, such as 2 tricks per point of Intelligence score the animal has. And tricks involving actions an animal wouldn't naturally perform would count as learning 2 tricks, for example). The Scout is mainly a guide, the guy suppossed to keep the team alive in the wilderness. I'd change this feature with Woodcraft: the Scout's tricks and techniques in outdoors environments allows her to suplement toolkits with ad hoc made tools. The Scout receive a +X bonus on all Survival checks while on her favored terrains. Same as the previous. Handloading would fit better Soldier's feature list, even Engineer's, rather than Scout's. I'd suggest changing it for Game Hunter: the Scout adds +1 damage to her attacks performed against animals (creatures with Intelligence scores of 1 or 2). I'd meld these two into a single one, Trailblazing: the Scout can guide her teammates through hard terrain with ease. Group overland travel speed (not tactical speed) is only affected by half the usual penalty for hard terrain (rounded down). And I would get rid of that part about "You can also pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard." Sincerely, sounds like some magical shit from D&D druids. And Guide would also follow the same route for the same reason. Again, the same. I would meld those two too. Result would be something like Relocation: the Scout is adept at moving silently, even on the run. The Scout no longer suffer penalties to Stealth for moving at her full speed while on her favored terrains. Also, if the Scout starts a round hidden, she can conceal ranged attacks by performing a Stealth check opposed by Perception checks from any character attempting to locate the Scout; on a success, the Scout remains undetected and can continue acting (attacking, moving, etc.) as hidden.
  16. It's just my humble opinion, but infiltrator as a class is totally unneeded. Just like pilot, it's another example of niche class with limited chances to shine in a mission. Not only that, it's also a class with issues to fit in a team not revolving around stealth; most of her abilities seem too focused on working alone. Also, as Wyvern Gaming departs from the heavy combat focus, I suspect they might not be interested in having sneak attack rolling out on their classes, with Scout's Vanguard being the closest to sneak attacks we may expect to see.
  17. She was already sick when the SG-1 unfroze her, afflicted by the Ori bioplague which wiped the ancients. And the asgard genetic engineering wasn't their downfall; it was the lack of original genetic material, forcing them to clone their clones time and time again. Otherwise, Asgard make for a perfectly playable race, as they don't have special powers, they just rely on very advanced technology. I'd go one step closer and say superpowers in Stargate kill you if you aren't evolved enough XD
  18. You are mistaking an animal friend with a trained animal. You don't need to be a scout or a specific race to order a trained animal to perform its routines; that's something almost anyone could do. So, there's no need for a background, just a skill in the line of Handle Animal and rules for teaching tricks to animals. Also, note an animal companion is not the same as a trained animal. The first is a friend, the second is a tool. That's a subtle difference most D&D players completely miss: you don't put a friend willingly into danger but most people won't hesitate throwing their animal companion into battle first (it's no surprise that most people choose animals like bears or wolves as "animal friends"). This fact jeopardizes the whole concept of "animal companion". Actually, neither feats nor an extensive chapter on dealing with vehicles are needed. As it's been said, Wyvern Gaming is turning away from the heavy combat focus. So, the chances PCs are going to use a vehicle in combat are going to be rare, rare enough as to warrant that some general rules would suffice rather than a whole section of rules. Also, if you notice, in the series, vehicles most of the time are used for transport purposes and only in a few episodes have an actual importance (and even then, issues are more related to repairing the vehicle or fixing some problem than handling a ship). SGP is multispecies, yes. There are Unas, Tok'ra, Aturen, Jaffa,... But species such as the Nox or the Hok'tar were never intended to have relevant weight in SG-1 (to be main character, so to speak). They were there for the sense of wonder ("whoa, did you see what that alien did?"), but never to be a permanent part of the show (Jonas Quinn developed precognition in a chapter as a plot device, just to lose it because his life was endangered; ascended Daniel Jackson made occasional appearences but never did a thing and the time he was about to strike Anubis down, he was stopped). The same way shows don't revolve around those abilities, neither a Stargate RPG should do. Powers such as telepathy and the like are to be beholden, not owned, by PCs in Stargate; otherwise, you risk trivializing them.
  19. That could have to do with the fact sekhmets aren't canon, but a species appeared in a suplement for AEG's Stargate SG-1 RPG not everyone knows or have access to.
  20. The list of weapons may be endless but the general categorization you could do about them is shorter and use it to sort proficiencies out. Weapon proficiency (melee) could cover axes, blades, bludgeons, flails,...; weapon proficiency (hurled) could include bows, crossbows, slings, thrown weapons, blowguns,... Weapon proficiency (handguns) would qualify a character with pistols, revolvers, etc. while Weapon proficiency (longarms) would comprehend rifles, shotguns and submachine guns. Weapon proficiency (heavy weapons) could include flamethrowers, machineguns, RPGs, missile launchers,... And for vehicles, with a few skills would be enough. Boating for handling waterbound vehicles, Piloting for airbound (or spacefaring) vehicles and Driving for landbound vehicles. Finally, drones could be handled by either a specific check from the previous skills or having a proper one (such as Remote Controlling).
  21. It could be a good idea for druids in D&D. But this is Stargate. An animal friend would be shunning contact with most alien species (as they do in D&D with the most weird monsters, such as undead, aberrations, etc.). Too specialized class, a character of that kind would be fiddling her fingers most of the time, waiting for her chance to shine. And that would imply having in every mission at least a fragment where a vehicle would be involved. Better to have pilot/driving skills every character has access to than a specific class revolving around it. No. Those kind of things are what give a sense of wonder when PCs behold them. But they aren't intended to be handled by PCs. Also, what you call "special abilities" related to a class are actually racial features or skills developed by a specific species (such as the Nox "rituals").
  22. That's an advanced idea to discuss later. For now, I am more interested in a basic idea: rather than having a bland, generic and nondescript list of weapons (which may lead to unwanted results, such as a P90 being a "longarm" with 1.000 meters range), creating a list with the standard issued weapons of the SGC, with their particular traits and stats as a base for further modifications (as you propose). This way, game still has a relatively short list of firearms while it keeps some flavor (for me, at least, it's more descriptive saying "characters bring M9s on their belts" than "they are carrying sidearms"). Also, this would allow for some diversity even within a "category": M9 vs M1911, MP5 vs P90,...
  23. A quick point. So far, in most games I've seen handling medical skills, a constant was a character was unable to provide medical assistance to self. Reasons vary, from wounds being in hard to reach places to pain preventing the character to keep a steady hand. In any case, I'd suggest dropping Physician Heal Thyself and replace it with Guiding Hand (temporary name). Guiding Hand As a standard action, a Medic can instruct an adjacent character (assisting character) on medical procedures to help tend wounds or afflictions on the Medic. As long as the Medic is conscious and able to freely communicate with the assisting character (they share a common language or have means to understand each other), the assisting character is considered proficient with medkit tool and Medicine skill. If the assisting character is already proficient with Medicine, she can use the Medic's Medicine total bonus or hers, whichever is higher. This effect last for as long as the treatment requires, the Medic is conscious and she and the assisting character can communicate with each other. This effect also applies to a specific treatment; additional uses and Medicine checks may be in order to tend for several conditions (if the Medic is wounded and poisoned, a use of Guiding Hand would allow for a single condition to be tended. A second use of Guiding Hand would be required for the second condition).
  24. I noticed the tau'ri firearms "department" is rather generic. I understand the basic premise about that, as we have a stunningly broad variety of weapons and trying to reflect that would require a whole suplement on its own. But there's the point about SGC, as a military organization, running a policy on standard issued weapons, which would limit the actual range of a potential weapon table to a selected few. So, I suggest some ideas to look into and debate: Handguns Weapon TechLevel Damage Type Range Capacity Reload Bulk Special Beretta M9 2 1d6 Piercing 37m/75m 15 1 action 1 - Colt M1911A1 2 1d8 Piercing 37m/75m 7 1 action 1 Knockdown (I would be dropping the "pistol" quality, as most firearms, if not all, don't suffer from accuracy issues at point blank ranges. In fact, it's at that distance when they are more lethal. Also, changed the damage dice to represent the greater stopping power a .45 ACP round has over a 9 mm. round, but decreased clip capacity shows .45 rounds are bigger and take more space up, so less ammonition available per clip. I'd consider giving handguns an easier concealability due to their smaller size compared to other weapons). Shotguns Weapon TechLevel Damage Type Range Capacity Reload Bulk Special Franchi SPAS-15 (shot) 2 1d8 Piercing 22m/45m 6 2 actions 2 Scatter Franchi SPAS-15 (slug) 2 1d10 Piercing 22m/45m 6 2 actions 2 Knockdown (Pointing out different stats for using different shells, either shots or slugs, to represent the same weapon behaving differently with either ammonition). I've broken Longarms down into several subclasses to point out the obvious differences (also, shotguns should be considered longarms, proficiency-wise). Assault Rifles Weapon TechLevel Damage Type Range Capacity Reload Bulk Special Colt CAR-15 2 2d8 Piercing 93m/187m 30 1 action 1 Automatic, Snub Colt M16A3 2 2d8 Piercing 187m/375m 30 1 action 2 Automatic Submachine guns Weapon TechLevel Damage Type Range Capacity Reload Bulk Special H&K MP5A3 2 1d6 Piercing 22m/45m 30 1 action 1 Automatic, Snub FN P90 2 1d6 Piercing 45m/90m 50 1 action 2 Automatic, Armor Piercing (Armor Piercing would increase weapon tech level by X points in order to determine if armor resistances are bypassed). There could also be sniper rifles made into Longarms, but I don't recall any being used onscreen, so I won't list them (though, I have stats for one, which could be posted for additional debating). Heavy weapons Machine guns Weapon TechLevel Damage Type Range Capacity Reload Bulk Special M60E4 LMG 2 1d10 Piercing 225m/450m 100 3 actions 2 Automatic, Belt Fed, Recoil Compensation (Would consider increasing Bulk in 1 point). Grenade launchers Weapon TechLevel Damage Type Range Capacity Reload Bulk Special Colt M203 2 3d8 Force 75m/150m 1 2 actions 2 Blast 3m (Stats provided are for fragmentation grenades being fired. Other types could be considered, as in the case of shotguns; white phosphorus grenades could have lesser damage, fire damage type and a DoT like Melf's Acid Arrow). Missile launchers Weapon TechLevel Damage Type Range Capacity Reload Bulk Special Hughes Stinger IV AAML 2 6d6 Fire+Force 600m/1200m 1 3 actions 3 Blast 5m, Armor Piercing
  25. The issues with Medic class could be avoided simply by renaming it as Field Medic or Paramedic. Also, US military doctrine has no actual medics deployed in combat; paramedics are rather riflemen with either some sanitary certification or gone through a first aid crash course during training. So, they stabilize the wounded, then evacuate them to proper hospitals, where real medics can tend for them. All the problems you are running into with the Medic class are rooted on the design idea about medic being a cleric of sorts. Congratulations are in order for your efforts in avoiding that pitfall. Keep up the good work!
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