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Iki

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Iki last won the day on May 4

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  1. Iki

    Suggestions

    Made a character using my house rules. Origin: Martial Artist and Underwater Combat proficiencies: Each Class gains a number proficiencies that can be spend on Armor and Weapon proficiencies. Tool Proficiencies: Each Class gains 1 fixed tool proficiency They receive a number of Tool proficiencies that they can choose from. All classes gain 2 extra tool proficiencies Vehicles are tool proficiencies Different weapon proficiency list: Archaic weapons (Select 6 archaic ranged/melee weapons each time you pick this proficiency, unarmed strike is a weapon) Armor – Light Armor – Heavy Flamethrower Grenades/Grenade Launcher Heavy Weapons Longarms (includes shotguns) RPG’s Shields Sidearms Vehicle mounted weapons ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Lieutenant Dranreb Ocambo Navy Seal Level 1 Scout Race: Human (+10 additional HP) Skills: Choose 2. Recovery: Once per short rest when you heal HP (or are healed) you may gain +TD additional HP. Galactic Seeds: Humans are so common in the galaxy that they gain advantage on all buff and persuasion checks made during first contact with any group that has not yet met visitors from another world. Origins: Underwater: Safe Harbour: You gain advantage on saves to avoid suffocation, unconsciousness, and panic / fear effects. Martial Artist: Weapon Proficiency: Choose 3 weapon proficiencies from the following list: Armor, Archaic weapons. Hit Points: 25 (Scout 10 + Human 10 +2 Con modfier) Determination: 3 Initiative: +2 Moxie: +0 Attributes: Str: 14 (+2) Dex: 14 (+2) Con: 14 (+2) (+1 from Under water Origin) Int: 12 (+1) (+2 from Human) Wis: 12 (+1) Cha: 10 (+0) Proficiency Bonus: +2 Skill Proficiencies: Athletics (Human), Acrobatics (Martial Artist), Nature (Human), Perception, Stealth, Survival Combat Proficiencies (5): Archaic weapons (Blugeoning, Blade, Sarong, Short Blade, Throwing Blade, Unarmed), Armor Light, Sidearms, Grenades, Longarms. Tool Proficiencies (5): Boats - Manual (rowing, canoe, raft, kayak), Camo Kit (Scout), Explosives, Scuba, Parachute. Saving Throws: Constitution and Dexterity Class Features: Vanguard: You deal +1d6 additional damage with attacks against any target within 5m. Field Hack (1): Blade Sharpening Feats: Blade Sharpening: Your mastery of grinding, steeling, and stropping adds +1 to the damage of your teams bladed melee weapons. In addition, you may apply your Vanguard damage to your melee attacks.
  2. Iki

    Suggestions

    Thanks for the reply. I understand where you are going with your comments. But from my perspective there is notting wrong with a longer list. It could be even intresting in many cases where you are in a possition that you cannot use firearms (or only wpecific weapons are availible), or when there is a character that wants to create a more melee/unarmed oriented kind of character. On many of these moments these characters can shine because they have a proficiency that others do not have. A good way to handle it would be like the Ultramodern5redux (Also 5e) handles it (I removed the Super heavy weapon proficiency and added the unarmed and vehicle weapons): Simple weapons (knife, baton, brass knuckles) Martial Melee weapons (every time you pick this proficiency you may select 2 martial melee weapons) Martial Ranged Weapons (every time you pick this proficiency you may select 2 martial ranged weapons) Small arms one-handed Small arms two-handed Heavy weapons Unarmed combat (unarmed strikes and grappling) Vehicle mounted weapons If you read the rules I assumed there is only 1 skill that governs operating all sorts vehicles and that is the Pilot skill. That doesn't make any sense. And Bahamuds skill list for vehicles sounds a good and simple solution. I know the devs are trying to avoid the combat focus of D&D, but that may be more difficult than you think. All the series are filled with a lot of combats and there for combat it is as much a part of it as discovery. In addition there are a great diversety of gaming groups out there. Some like combat a lot and others dont, others are in the middle and like a mix of the 2. Some like simple weapon lists and others like an extensive list to choose from. I personally think it is a dangerous path to follow to limit on that account. To make a profitable game in my eyes is to make so that all sorts of groups find the game attractive so that they buy it. A great and simple way of handeling this is to use the D&D 5e weapon statistics/properties so that other players/GM's can use their Dnd 5e books as resources for weapons or some items. The game can than offer the statistics of some martial melee/ranged weapons (mentioning that they can use the DnD 5e melee weapons if they want to expand the list) and offer the statistics of more modern and scifi weapons. I'm a GM for a long time and if one of my players wants to play a katana wielding bad ass martial artist fighting the Guauld that is fine by me. I will do everyting in my power to make sure that player has the right game experience so that he enjoys the game and keeps comming back. The above is not indended as a critic or that I imply that your idea of an RPG game is wrong, it is just to ilustrate that there are different kind of GM's/Players out there.
  3. Iki

    My feedback

    First of all thank you for your feedback. I undertand what you mean but it many military forces use doggs very effectivelly. Even USA Delta force and Navy seals use them (https://www.insider.com/how-us-military-trains-dogs-navy-seal-delta-force-missions-2019-10)and there for the actual aplication on stargate missions could benefit from an animal compagnon. That said the phounix site is a multi species site, and maybe there are species where animal compagnon ar very common or even natural. Ya your probably right, I never looked it that way. May be just a couple of feats could do the trick, and a hole chapter on the use of vehicle and possible feats is recomended. If you see in the 3 stargate series aircraft/spacecraft are used regulary and can not be forgotting rule wise. I understand that you are conserned with game balance. But I think the phounix site is a multi species site, and maybe there are species that have a whole aresenal of different special abilities like Telepathy and telekinesis. And there for I suggested it. But maybe it can be solved with species feats.
  4. Iki

    My feedback

    A good idea is to have a scout feat or origin to have a loyal animal friend. Ohter ideas: specific type of Pilot feats or a Driver/Pilot Class (Combat pilot, would also be handeled as vehicle feats) Adept class for characters that have special abilities (Telepathy, Nox rituals, Telekinesis,...)
  5. Iki

    Suggestions

    An idea Weapon Proficiencies: The list of weapons is endeless and there for not all character can be proficient in all of the common weapons. There for I suggest to remove the Armor and weapon proficiencies and replace them with a specific number of Combat proficiencies to choose from at creation. The following list is a suggestion: Amor – Light Armor – Heavy Axes Axes – Heavy Blades Blades – Heavy Blowgun Bludgeon Bludgeon – Heavy Bows Clawed Weapons Crossbows Explosives Flails Flails - Heavy Flamethrowers Flexible Weapons Heavy Weapons Hooked Weapons Hooked Weapons – Heavy Knifes Long-arms Polearms Shield Side-arms Slings Spears Throwing Weapons Throwing Weapons – Heavy Unarmed Strikes Vehicle – Missile Weapons Vehicle – Projectile Weapons Wrestling Tool Proficiencies: I would give each class 1 fixed tool proficiency and a fixed number of chosen proficiencies at creation (this list could be class depended), Vehicles could also be added to that list. Aircraft Aircraft – Gliding (ULM, Delta Flying) Aircraft – Heavy Bike Camo Kit Climbing Kit Communications Computer Drone (U.A.V, MALP, Stargate Destiny Kino drones) Engineering Kit Helicopter & hovering aircraft Landcraft – Heavy (Buss, truck, tank) Landcraft (Car, Van, also hovering landcraft) Med Kit Motorcycle Multi-Tool Outbreak Kit Pan-Cultural Wardrobe Parachute & Parapente Research Kit Scuba gear Sensors (Radar, Sonar, space sensors,…) Spacecraft Spacecraft – Heavy Submersible Submersible – Heavy Surgery kit Translator Transporter Asgard Watercraft Watercraft – Heavy Watercraft – Manual Watercraft – Sailing
  6. Iki

    My feedback

    First of all I want to congratulate the Wyvern Gamming team for the fantastic work. I love the way they converted the D&D 5e rules to a modern and Sci-Fi system. Below you can find my suggestions: Typo’s I found in the Beta book: Imperial vs. Metric: You can find the Imperial measurement in combination with the metric measurement system. I love that you have chosen the metric system, but I think you should incorporate the two measurement system so that all players are satisfied. Pg 118 Long Jump (Also change the letter type like High Jump) : When you make a long jump, you cover a number of feet up to your Strength score if you move at least 2 meters on foot immediately before the jump. Pg 118 High Jump: When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier Pg 128 Paralyzed: Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. Pg 129 Prone: An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Pg 129 Unconscious: Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. Pg 193 Pack Tactics: The beast has advantage on an attack roll against a creature if at least one ally is within 5 feet of the creature and the ally isn’t incapacitated. Pg 194 Pounce: If the beast moves at least 20 feet straight toward a creature Pg 195 Standing Leap: The beast’s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. Bonus Action: Pg 155 There is mentioning of the Rogue. Extra info needed on Pg 16. What happens when you have received a skill, weapon, or tool proficiency from your origin and you also receive it with your class. Can you choose a new one? Races: Suggestions for additional player races: Asgard Crystalline Entities Furlings Oannes (1.13 "Fire And Water") Oranians Orbanians Reol Serrakin Origins: Biome Origins: I’m missing some Biome based origins. Suggestions: Aquatic origin: (Constitution +1, Choose Hold Breath: You can hold your breath for a number of rounds equal to two times your Constitution modifier or Natural Swimmer: You have a swimming speed of 6m. High Gravity: You come from a world with a higher gravity Low Gravity: You come from a world with a lower gravity Low –Oxygen Atmosphere: You come from a world with a lower Oxygen Atmosphere. Background Origin: I’m missing some Background based origins. Suggestions: Assassin: (Skill Proficiency: Stealth, Assassinate: During the first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Miner Spy (Remove the Tok’ra Spy from the racial Origins) and add the Spy to the background origins (Attribute: Charisma +1, Skill Proficiency: Deception, Passing: You gain advantage on any Charisma (Deception) checks to trick targets into believing you are someone else. Martial Artist: Skill Proficiency: Acrobatics. Your unarmed strikes gain the finesse quality and you may use the acrobatics for the Grapple and Shove combat Contests.\ Classes: I would start with 8 classes: Diplomat: The Diplomat makes peaceful contact with new civilizations and maintaining relationships with allied groups. Engineer: The Engineer maintains the wide range of technology used by the Phoenix site. Infiltrator: The infiltrator is the teams acquisition specialist and gets his team unnoticed in difficult places. Medic: The Medic keeps this team healthy and combat ready. Officer: The Officer directs his team when the inevitable danger of Stargate travel rears its ugly head. Scientist: The Scientist investigates the mysteries of new worlds and lost cultures. Scout: The Scout keeps his team safe in the wilderness and behind enemy lines. Warrior: The warrior is the martial backbone of the team. Soldier: Rename the Soldier class to the Officer Class because it better reflects what it does, and do the following changes (also change some feats): Saving Throws: Charisma and Wisdom Skills: Intimidate, Persuasion, Perception Orders (replaces Surge): As an action you can give orders to a number of allies equal to your Charisma modifier. The target of your orders can take an additional action on your turn (even an attack) as a bonus action. Character must complete a short or long rest before they benefit again from your orders. Rally the troops (replaces Rally): At 2nd level, As an action you can rally a number of allies (including yourself) equal to your Charisma modifier. When not at full HP when initiative is rolled at the start of combat, they may immediately heal 1d10 HP. Once used they may not benefit from your ability until they take a long rest. Guided Attack (replaces Weapon Training): At 3rd level a number of allies equal to your Charisma modifier that are within 5m of you increase their weapon (even improvised weapons) damage die by 1 step (max 1d12). Critical Strike: At 3rd level as an action you can guide the attacks of a number of allies equal to your Charisma modifier. These allies critical range off the weapon they make the next attack with increase by 1 step. Ability Score Improvement: At 4th level you can increase your Charisma or Constitution score by +2, or you can increase two ability scores of your choice by +1. As normal, you can’t increase an ability score above 20 using this feature. Warrior: Make a new class that reflects a character that upgrades its individual combat capabilities. Making a build can result in a specialist using ranged weapons (Soldier) or melee weapons (Fighter or Martial Artist) (including unarmed combat) HIT POINTS Hit Points at 1st level: 10 Hit Points at Higher Levels: 5 per level Hit Die: d10 PROFICIENCIES Armor: Light and Heavy Armor Weapons: Common weapons, Sidearms, Longarms Tools: Camo Kit, Armor Kit, Weapon Kit Saving Throws: Constitution, and Dexterity or Strength Skills: Acrobatics, Athletics, Intimidate WEAPON TRAINING At 1st level you’ve trained to deal reliable damage with whatever weapon you wield, even improvised weapons. Increase the weapon die 1 step for weapons you are proficient with (Maximum 1d12, unarmed damage becomes 1d4). Warrior Training: You are constantly training to improve your combat capability. Choose one combat feat (see page @@) at 1st level and an combat feat at 4th. SURGE: At 2nd level, if you are not at full HP when initiative is rolled at the start of combat, you may immediately heal 1d10 HP. Once used you may not activate this ability again until you take a long rest Warrior’s FLEXIBILITY: At 2nd level as a standard action you may activate a Combat feat that you don’t know (see page @@). This combat feat lasts for a number of rounds equal to your Wisdom modifier. When the duration has run out you may choose a Combat feat you know (if any) to re-activate automatically. Once you use this ability you cannot use it again until you’ve taken a long rest. Combat Insight: At 3rd level you can take a bonus action on each of your turns in combat. This action can only be used only to Aim, Disarm, Grapple, or Shove. IMPROVED CRITICAL: At 3rd level, choose a weapon type you are proficient with (such as longarm, side arm, or common). When using this weapon you score a critical hit on a 19 or 20. ABILITY SCORE IMPROVEMENT At 4th level you can increase your Constitution and your chosen Strength or Dexterity by +2, or you can increase two ability scores of your choice by +1. As normal, you can’t increase an ability score above 20 using this feature WEAPON MASTER: At 5th level, the minimum damage the warrior inflicts with a weapon he is proficient with is equal to his level + modifier. Equipment: Weapons: Missing Special Rules: Reach (This weapon adds 1m to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it). Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Two-Handed: This weapon requires two hands when you attack with it. Dual Weapons (Kusira gamma, …) You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. Missing Weapons: Flexible weapons (Chain, Whip,…) Blowgun Garrote Net Tools: Parachutes Feats: Former host (General): You where the former host of a Goa'uld or Tokra and you survived the procedure. As a result you have Naquadah in your bloodstream and can operate Goa'uld or Tokra technology. Weapons Finesse (Combat): MP 4 Choose one melee weapon, it gains the finesse quality. Two Weapon Fighter (Combat): MP 4 You do not suffer disadvantage for fighting with two weapons. Combat: Rules for 2 weapon fighting Suggestion: Suffer disadvantage to attack with two weapons: If you hit do the extra damage equal to your off hand weapon (no attribute bonus applies). Aim (Action): When you didn’t move before you make an attack you gain advantage on the attack. Optional: No NPC Attack Rolls: Instead players roll a defense roll. NPC attacks = 10 + modifiers (Attribute and Proficiency) PC defense Roll = Dexterity Save = d20 + Dexterity + modifiers (Feats or Items) If NPC has advantage -> PC has disadvantage on the defense roll instead. If the d20 roll for a PC defense roll is a 20, the attack fails regardless of any modifiers or the NPC Attack result. If the If the d20 roll for a PC defense roll is a 1, the opponent has landed a critical hit. If NPC has a higher critical range with a weapon (19-20) -> the character increases its critical failure an equal amount (1-2). Feat (Dodge) or Items (Shield)that give a bonus to AC act as a bonus to the Defense roll Advantage/Disadvantages: An advantage and a disadvantage cancel each other out. If you have more than one advantage/disadvantage left, roll two dice and pick the highest/lowest as usual, but add/subtract the total number of advantages/disadvantages to/from the result: +2/-2 if you have 2 advantages/disadvantages, +3/-3 if you have three, and +4/-4 if you have four or more. http://methodsetmadness.blogspot.com/2016/12/stacking-advantagedisadvantage-in-d-5e.html
  7. Many games have very interesting features. Below are my favorites: -Rules that allows GM's to use NPC's in combat without rolling dice (Example: Cinamatic Unisystem Muscle, Combat, or Brains Score / Dungeon World). -NPC creation system that allows to automatically scale when the characters are of higher level (Spycraft 2.0) -Savage World Adventure deck -Gear Cards -Virtual Table Top content (example: https://www.rptools.net/) -3D printing miniatures content (STL files) -Combat rules that use detailed maps movements but also leave room for a more general position instead of detailed movement. -Investigate rules like the Gumshoe system (lorefinder https://site.pelgranepress.com/index.php/lorefinder/) -Detailed starship combat (Fasa Star Trek Starship Tactical Combat simulator). -Martial Arts and specific Weapon Feats (D20 Classic Spycraft or Spycraft 2.0). -Detailed Alien and Starship creation rules (Various RPG's). -Psionic class/feats options (Spycraft 1.0 or other RPG's) -Detailed Military info and class/feats options ( Classic Spycraft: US Militaries and World Militaries). -Dual measurements metric and imperial (Meters/Yards, Celsius/Fahrenheit,..)
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