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  1. In terms of playing combat in systems I like D&D 5e a lot. Difficult to balance certain aspects but offers a LOT of versatility. As for RP and skills I suggest taking a look at Dragon Age's 3d6 system. The stat/mod chart is a little whacky but how they handle rolls, proficiency, and saves is really fun with their unique stunt system. I've also become a fan of Dragon Age's leveling system and feel It'd actually work really well in a setting like Star Gate. Short version: all stats are divided into primary and secondary stats based on your class. on even levels you boost a primary stat and get a talent (choose from a list of special attacks or spells determined by your class), and on odd levels you boost a secondary stat and get a skill. It leads to some very unique builds. I've mentioned it in another post but I'm currently playing a game in which 3 of us are the same class but do COMPLETELY different things with it, solely due to how this system has encouraged us to grow our characters.
  2. Not 100% sure how StarWars did it but you could do away with the class system idea all together and let pick from a pool of feats with certain perquisites. Give the player a starting point with their background and basically treat every level after 1 as an ASI with some of the feats locked behind perquisites involving levels, stats, or in some cases other feats. Would be harder to balance overall but players could build specialists or Jakc-of-All-Trades characters without bringing down the party or becoming The Chosen One. I suggest taking a look at how Dragon Age does their leveling system. Am playing a game right now where 3 of us are the same class but we're COMPLETELY different characters covering different roles within the party.
  3. I think it's important to remember that players will likely be fighting large waves of capable mooks in shorter encounters rather than smaller elite squads like themselves, which is what you see in some other RPGs when fighting humanoid enemies with militaristic backgrounds. Having a potential "insta-kill" mechanic shouldn't be nearly as game-breaking with this as it potentially is in other systems. And most properly designed bosses would have some way to ignore the effects of the ZAT unless the players have gone out of their way to shut down their force field generator or disable their power armor. Additionally even if it was too powerful, low effective range and the fact that hitting a prone target from any range is more difficult, assuming the target doesn't fall prone behind cover making the shot impossible, getting that second hit off would either have to be really lucky or treated as an out of combat coup de grace. And in the case of the latter it would force players to waste precious ammo. I think these facts alone balance what's been developed here pretty well. Adding "ZAT resistant" armor and item effects would be required for "boss" type enemies and high level minions. And gaining access to those effects via research or theft would provide the players with a steady growth curve to handle these challenges when the NPCs throw them back.
  4. Just a thought but weren't there times where the team would more or less recruit natives for at least a mission or two? Just spitballing here but rather than classes why not treat these as backgrounds with different skill specializations or access to exotic weapon proficiency? That way someone who wanted to play a Jaffa who turned against the Goa'uld (radical and original concept I know) would be able to take a science/medic roll rather than be locked into a soldier. They'd probably have some extra weapon and armor training or extra technology knowledge sure but if they wanted to play a pacifist support character they wouldn't be at any particular penalty or disadvantage. The same could be applied for random natives from other planets or even people of earth without millitary training. I think it'd be a good idea if Classes more represented "on the job" training and specialized positions within squad structure. Someone who's grown up using spears their whole life can learn pretty quick how to fire a gun (soldier) given the opportunity.
  5. Stargate was one of the first movies my family got on VHS when I was a kid and I've seen every episode of the series at some point or another (though it's been a while and I might need a refresher or two). I'm hoping to go into Game design professionally at some point and am currently working on a couple projects of my own when I have free time. I'm an experienced GM and player of an EXPANSIVE list of games. Seriously, you name it and I've probably played or run at least 1 session of it, everything from expansive D&D adventures to cringy Maid RPG trollfests and everything in between. Really hope I can help out here and can't wait to see where this goes.
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