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Bahamut_A6M5

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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 rec
  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, a
  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
  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'u
  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 techonolo
  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 wha
  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 po
  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 comp
  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,... An
  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 thi
  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 carry
  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 free
  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
  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 pitf
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