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  1. The DnD 5E Dungeon master guide (pg 267 - 268) has already listed various modern weapons. I includes some of my own ideas and I came up with the following: Weapon: Tech Level: Damage: Type: Weapon Category: Range: Capacity: Reload: Bulk: Flamethrower 2 2d10 Fire Flamethrower Special 15m line or 10m cone — 1 min 2 Ammunition, reload, two-handed Grenade – Flashbang — Throwing 4m/18m — — Thrown, noisy Grenade – Fragmentation 2 4d6 Force Throwing 4m/18m — — 1 per 3 Thrown, noisy Grenade – Smoke 2 — — Throwing 4m/18m — — 1 per 3 Thrown Grenade – Launcher 2 4d6 — Longarm 8m/24m 6 2 actions 2 Ammunition, reload, two-handed Pistol – Automatic 2 2d6 Piercing Sidearm 10m/30m 15 1 action 1 Ammunition, reload, noisy Revolver 2 2d8 Piercing Sidearm 8m/24m 6 1 action 1 Ammunition, reload, noisy Rifle – Automatic 2 2d8 Piercing Longarm 16m/48m 30 1 action 2 Ammunition, burst fire, reload, two-handed, noisy Rifle – Hunting 2 2d10 Piercing Longarm 16m/48m 5 1 action 2 Ammunition, reload, two-handed, noisy Rifle – Sniper 2 2d10 Piercing Longarm 30m/120m 5 1 action 2 Ammunition, reload, two-handed, noisy RPG 2 6d6 Fire & Force RPG 16m/48m 1 3 actions 3 Ammunition, reload, two-handed, noisy Shotgun 2 2d8 Piercing Shotgun 6m/18m 5 1 action 2 Ammunition, reload, two-handed, noisy SMG 2 2d8 Piercing Longarm 12m/36m 30 1 action 2 Ammunition, burst fire, reload, two-handed, noisy PROPERTIES: Firearms use special ammunition, and some of them have the burst fire or reload property. Ammunition: The ammunition of a firearm is destroyed upon use. Renaissance and modern firearms use bullets. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make. Burst Fire: A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 2 by 2m-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition. Noisy: This weapon makes a lot of noise and easily to detect. Reload: A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). WEAPONS: Grenade - Flashbang: A flashbang is a non-lethal explosive device used to temporarily disorient an enemy's senses. It is designed to produce a blinding flash of light and an intensely loud "bang" without causing permanent injury. Targets damaged by a Flashbang must pass a DC 15 Constitution save or be made blind and deaf until end of their next turn. Grenade – Smoke: One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. EQUIPMENT UPGRADES: Silencer/suppressor: This device reduces the acoustic intensity of the sound of gunfire and eliminates muzzle flash when a gun is discharged. Remove the noisy property of sidearm or longarm that is equipped with this upgrade. Scope: A scope can be applied to almost any longarm. Multiply the range of the weapon by 10 if the user does not move in the same turn as the shot is taken. A proficient user removes the disadvantage caused by long range in those same conditions. FEATS - COMBAT: Angled Throw (Requisites: Dexterity 13+ and Proficient Grenades, 5 MP): Your amazing throws bounce Grenades off walls into open hatches or through congested battle zones. When throwing a Grenade or grenadelike weapon, you bounce it off a wall or other surface close to your target. Ignore Cover and Improved Cover (But not Total Cover) with grenade attacks. Cover Fire (Requirement: Dexterity 13, 5 MP): You can use the Help action with a ranged weapon to target an opponent within close range, that targets first attack is made at a disadvantage. Cover Fire – Improved (Requirement: Cover Fire, 5 MP): You can use a burst attack with you Help action. Targeting a 2 by 2 m square. Duck and Cover (Requirement: Proficient Acrobatics): When exposed to an Area Attack, you can dive for cover. Whenever you are the target of an Attack that misses, once per turn you can Move 2 squares as a Reaction. This movement does not provoke Attacks of Opportunity. Elusive Target (Requirement: Dexterity 13, 5 MP): The character gains a +2 dodge bonus to AC against ranged attacks. Far Shot (Requirement: Dexterity 13+, 5 MP): Choose 1 weapon proficiency when you take this feat. When wielding that weapon and you don't move in the same turn as the shot is taken double the short and long range of the weapon. You can take this feat multiple times each time choose a new weapon group or double the range again (maximum 4 times). Strafe (Requirement: Dexterity 13+, 5 MP): When firing a burst, the character can affect an area four 1m squares long and one square wide (that is, any four squares in a straight line) instead of a 2 by 2 square.
  2. After consulting the DnD 5E Dungeonmaster guide and some ideas of my own I came up with these. Flamethrower 2 2d10 Fire Flamethrower Special 15m line or 10m cone 2 Ammunition, reload, two-handed Grenade - Fragmentation 2 4d6 Force Throwing 4m/18m — 1 per 3 Thrown Grenade - Smoke — — Throwing 4m/18m — 1 per 3 Thrown Grenade - Launcher 2 4d6 Longarm 8m/24m 6 2 Ammunition, reload, two-handed Pistol - Automatic 2 2d6 Piercing Sidearm 10m/30m 15 1 Ammunition, reload Revolver 2 2d8 Piercing Sidearm 8m/24m 6 1 Ammunition, reload Rifle - Automatic 2 2d8 Piercing Longarm 16m/48m 30 2 Ammunition, burst fire, reload, two-handed Rifle - Hunting 2 2d10 Piercing Longarm 16m/48m 5 2 Ammunition, reload, two-handed Rifle - Sniper 2 2d10 Piercing Longarm 30m/120m 5 2 Ammunition, reload, two-handed RPG 2 6d6 Fire & Force RPG 16m/48m 1 3 Ammunition, reload, two-handed Shotgun 2 Piercing Shotgun 6m/18m 2 2 Ammunition, reload, two-handed SMG 2 2d8 Piercing Longarm 12m/36m 30 2 Ammunition, burst fire, reload, two-handed Scope (equipment): A scope can be applied to almost any longarm. Multiply the range of the weapon by 10 if the user does not move in the same turn as the shot is taken. A proficient user removes the disadvantage caused by long range in those same conditions. Improved Range (Requirement: Dexterity 13+, 5 MP): Choose 1 weapon proficiency when you take this feat. When wielding that weapon and you don't move in the same turn as the shot is taken double the short and long range of the weapon. You can take this feat multiple times each time choose a new weapon group or double the range again (maximum 4 times).
  3. My take on the Officer (Tactician) and the Warrior Officer (tactician): Hit Die: 10 (1st Level) + D10/Level (5) 1 Level: Feature: Combat Proficiencies: Choose 6 3 1 Orders 1st Tactic Tool Proficiencies: Choose 4 0 2 Tactical Superiority Rally The Troops Saves: Constitution Charisma 0 3 Guided Attack 2nd Tactic Skill Proficiencies: Insight + Choose 2 0 4 Critical Strike Ability Score Improvement Equipment: Weapon 0 5 Tactical Superiority 3rd Tactic Orders: As an action you can give orders to a number of allies equal to your proficiency bonus. The target of your orders can take an additional action on your turn (even an attack) as a bonus action. Characters must complete a short or long rest before they benefit again from your orders. Tactical Superiority: At 2nd level you’ve learned to direct your team in a variety of tactics. As an action you may activate a Tactic feat that you don’t know (see page @@). This tactic lasts for a number of rounds equal to your proficiency bonus. When the duration has run out you may choose a tactic 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. Rally The Troops: At 2nd level, As an action you can rally a number of allies (including yourself) equal to your proficiency bonus. 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: At 3rd level a number of allies equal to your proficiency bonus 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 your proficiency bonus. 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. Tactical Superiority: At 5th level, you may have two tactics in effect at the same time. If you use tactical flexibility, you must choose which of your currently active tactics is over-written by the new tactic for the duration of the effect. warrior: Hit Die: 10 (1st Level) + D10/Level (5) 1 Level: Feature: Combat Proficiencies: Choose 6 3 1 Weapon Training 1st Warrior Training Tool Proficiencies: Choose 4 0 2 Surge Warrior’s Flexibility Saves: Constitution Dexterity 0 3 Combat Insight 2nd Warrior Training Skill Proficiencies: Athletics + Choose 2 0 4 Improved Critical Ability Score Improvement Equipment: Weapon 0 5 Weapon Master 3rd Warrior Training Weapon Training: At 1st level you are trained to deal reliable damage with whatever weapon you are proficient in, even improvised weapons. Add 1 additional die for damage as normal for weapons you are proficient with. Warrior Training (5 MP): You are constantly training to improve your combat capability. Choose one combat feat (see page @@) at 1st level and a new 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 an 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 proficiency bonus. 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 one bonus action on each of your turns in combat. This action can only be used only to Disarm, Help, Grapple, or Shove. Additionally you can also choose a bonus attack but this option can only be used a number of times equal to your proficiency bonus, after that he must take a short or long rest to regain this option. Improved Critical: At 4th 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 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.
  4. A new update: Added several new feats and alien races. Added rules for aiming and suppressive fire (included in the help action) Stargate Classless Recent.docx
  5. I worked further and made some changes. I removed the Origins and added the MP points to the Starttng points and changed some of those ability in feats. Combat feat renamed to the new specialist feat Warrior Added new feats Air Assault training Amphibius assault training Bomb Squad Cover Fire Ma'Tok Mastery Ritual of Life Equipment: Added and reworked Equipment Back Pack Desert Suit Disguise Kit Scuba gear Sensors Vehicles Hazmat suit Space Suit Navigator tools Night Vision Googgles Trained Animal Wing man Excelent Pilot Riding Gear Bomb disposal gear Reworked the Staff weapon Rules: Added and reworked some rules: Animal tricks Making traps Rapelling Stargate Classless Recent.docx
  6. The document you find below is an experiment at a Classless Stargate 5E RPG. So any sugesstions and comments are more than welcome. I also included different ideas I had about the game when I compared it to the original DnD 5E (Xanathar's Guide to Everything and the DnD 5E handbook), and comments that different members added to my suggestions. The document is far from finished but you can already have an idea about how I try to achieve a classless 5E system. Leveling: As you earn MP you spend it directly on purchasing feats. These feats cover a wide variety of effects from increased attribute values, new abilities, new proficiencies,… Each feat has an MP cost that you must spend to purchase the feat. Once you have spent 10 MP your character advances to the next level. This always comes with an additional health points (based on your character’s hit die), and at some levels an increase in your proficiency modifier. You don’t have to spend all your experience at once. Indeed, you’ll often need to save your experience points as feats can cost as much as 15 MP. Races and Origins: I added a Racial (40 MP) and Origin (10 MP) using MP points -I added new races: Asgard, Ohnes and Reol 1ste level: You start at fist level with a number of static HD and proficiencies. Hit die :D8 / 8 at 1ste level (Extra cost 5 MP per higher hit dice) Combat proficiencies: Light Armor + choose 2 weapon proficiencies Skill proficiencies: Choose 3 Tool proficiencies: Choose 4 Equipment Kit: 1 Starting MP: You have 30 MP you can use to buy feats (see chapter 2 Feats). At 1ste level you can only take feats from 2 different specialist feat list. Feats: -I created a new Feat type called Specialist feats: These teats are organized around a specific specialization. At Character creation you only have access to 2 of these Feat lists. Later you can choose from whatever list you want. Diplomatic Engineer/Technical Infiltrator (Thief/Assassin) Investigator Medical Pilot Scientific Scouting/Reconnaissance Tactical -I simplified the cost of the feats in increments of 5. Simple Feat = 5 MP Powerful Feat = 10 MP Extremely Powerful Feat = 15 MP - I added feats from the original Stargate RPG and DnD 3.5 Equipment: I added more equipment and proficiency bonuses: Vehicles are tool proficiencies that give advantage on Pilot checks Stargate Classless v3.docx
  7. Thanks for the reply. I really like to debate on game mechanics and game developement, so any thoughts on that account are very interesting. As I mentionied in one of my other posts you have different type of players (groups or group compositions) and GM's out there. When I am the GM I always try to give my players what they want to play and work the story around there abilities so that every body gets a chance to shine. If you look at the SG1 shows the character of Vala Mal Doran is a sexy thief/con artist, and a lot of the Tok’ra are spies. So their are plenty of examples of characters that work alone (Spies) and characters that use the thieving an decieving path of an Infiltrator. Alsa a good player can use his characters abilities to achieve their goals. Some use their Intellignece and reasoning, others use their charisma and presuasive manners, and then there are those who use their cunning and backstabbing personality to get the job done. I always remember something that a Navy seal wrote: There is no such thing as a fair fight, never plan a fair operation. Be sneaky, stealthy and do the unexpected. In my opinion the game as we see it is more game mechanically combat focused as it seems. If you look at the number of combat related feats non-combat classes gain. Diplomat: 11 feat (combination of feats and feature as feats), 8 of those feats are combat releated Advanced Training Diplomat : Boosts HP / Primarilly use in combat. Convincing: Boosts HP Coordinated fire (feat): Boosts attack power Defensisve motivation (Feat): Boosts AC Enduring inspiration: Heal during combat Force of will: Regain the use of inspiration => Boosts inspire => boosts HP Strong personality: Boosts inspire => boosts HP Word in an ear: Inspire as an standaard action / Mostly you go over to actions in combat Engineer: 12 Feats, 7 of those feats are combat releated Armorer: Boosts AC of armor Chem thrower: Boosts range of 1 weapon Grenadier: Increases damage of grenades Longarm calibrations: Boosts 1 longarm Malp Rigging: 1 combat application Planned Obsolence: Use a machine as an explosive Sidearm calibration: Boosts 1 sidearm Medic: 15 feats, 11 of those feats are combat releated First Aid: Heal as a standad action / Mostly you go over to actions in combat Crash training: Rivives the dead / dead is mostely the result of combat Embolism: Lets you use your medkit as a weapon First responce: Boosts healing can heal as a standard action / Mostly you go over to actions in combat Man down: Automatically stabilize death characters / dead is mostely the result of combat Organ Targeting: +1d6 damage to bloodied targets Physicion heal they self: Heal your self as a bonus action / Mostly you go over to actions in combat Sedative: sedate as a melee attack Triage: lets you learn a targets curent and total HP and hit dice. Tranqualizer concotion: Boosts Tranquilizer gun. Vital organ targeting: increase critical hit damage. Scientist: 13 Feats, 4 of those feats are combat releated Archeologists: Stuns targets as an action Biologists: Heals in combat Chemist: Reaserch kit does 1d6 damage Physcisist: hits a number of additional targets with ranged attack
  8. These are my take on the Scout and the Infiltrator. Any feedback is welcome infiltrator: Hit Die: 10 (1st Level) + D10/Level (5) 1 Level: Feature: Combat Proficiencies: Choose 4 1 1 Sneak Attack 1st Infiltration Tool Proficiencies: Choose 4 2 2 Second Story Work Supreme Sneak Saves: Dexterity Intelligence 3 Cunning Action 2nd Infiltration Skill Proficiencies: Sneak + Choose 2 4 Uncanny Dodge Ability Score Improvement Equipment: Thieving Kit 5 Evasion 3rd Infiltration Sneak Attack: You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 1m of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Infiltration: You’ve become especially adept at infiltrating an enemies camp. Choose one Infiltration feat (see page @@) at 1st level and an additional field hack feat at 4th. Second - Story Work: Starting at 2th level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak: Starting at 2th level you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Cunning Action: At 3rd level your quick thinking and agility allow you to act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Sleight of Hand, use your thieving tools to disarm a trap or open a lock, or Hide action. or take the Use an Object action. Uncanny Dodge: Starting at 4th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Evasion: At 5th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows a Dexterity saving throw to take only half damage, you instead take no damage if you succeed and only half damage if you fail. ------------------------------------------------------------------------------------------------------------------------------------------------------------------ Infiltrator Feats: Assassinate: Any hit you score against a creature that is surprised is a critical hit. Cover Identity: You can unfailingly create Cover identities for yourself. You must spend seven days to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. Cunning Action: You gain the Infiltrator’s Cunning Action feature. Evasion: You gain the Infiltrator’s Evasion feature. Houdini: You gain advantage on saves to escape restraints (handcuffs, rope,...) Imposter: You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. Prison Break: You can use every day items (hair pin, nail,…) as a crude version of thieving tools. Second - Story Work (Athletics): You gain the Infiltrator’s Second - Story Work feature. Silent Takedown: You silently disable a creature that you have disabled or killed using your sneak attack. Noticing your take down is never easier than Hard difficulty (DC 20). Sneak Attack (Sneak): You gain the Infiltrator’s Sneak Attack feature. Supreme Sneak (Sneak): You gain the Infiltrator’s Supreme Sneak Attack feature. Traceless: You always hide your track in the rooms you passed through. Finding evidence your party passed in urban environments is never easier than Hard difficulty (DC 20). Uncanny Dodge: You gain the Infiltrator’s Uncanny Dodge feature. scout: Hit Die: 10 (1st Level) + D10/Level (5) 1 Level: Feature: Combat Proficiencies: Choose 4 1 1 Favored Terrain 1st Field Hack Tool Proficiencies: Choose 6 2 2 Danger Sense Survivalist Saves: Constitution Dexterity 0 3 Scout’s Cunning 2nd Field Hack Skill Proficiencies: Survival + Choose 2 0 4 Favored Terrain II Ability Score Improvement Equipment: Climbing Kit 0 5 Hide in Plain Side 3rd Field Hack Favored Terrain: At 1st level you become particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coastal, desert, forest, grassland, jungle, mountain, swamp, or underground. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. At 4th level you may choose a new favored terrain. Field Hack: Amongst the myriad of small improvements you’ve learned, you’ve become especially adept at a trick that improves a team’s efficiency in the field. Choose one field hack feat (see page @@) at 1st level and an additional field hack feat at 4th. Danger Sense: At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and ambushes. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Survivalist: You’ve trained to survive on any world and in any biome. At 2nd level, you gain resistance to damage from your environment, including non-natural environmental dangers like traps. Scout’s Cunning: At 3rd level your quick thinking and agility allow you to act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action Ability Score Improvement: At 4th level you can increase your Constitution or Dexterity 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. Hide in Plain Side : At 5th level you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. If you are proficient in the camo kit you gain advantage on this roll. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. ------------------------------------------------------------------------------------------------------------------------------------------------------------------ Scout Feats: Advanced Training Scout: Unchanged. Always on the look: Even when you are engaged in another activity while traveling through your favored terrain (such as foraging, navigating, or tracking), you remain alert to danger. Ambush: When you Roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack Or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn. Animal Companion: You are trained to use a trained animal in combat. Choose an animal that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Scouts Cunning feature, you can this bonus action to command the beast to take the Attack action. If the beast dies, you can obtain another one when you visit home base and training 8 hours with it. Blade Sharpening: Your mastery of grinding, steeling, and stropping adds +1 to the damage of your teams bladed melee weapons. In addition, you do 1D6 extra damage with your melee attacks. Camp Security: Unchanged Camouflage: Unchanged Danger Sense (Perception & Survival): You gain the Scout’s Danger Sense ability. Efficient Movement: When moving through your favored terrain, difficult terrain doesn’t slow down your group’s travel. Eye for Detail: While tracking other creatures in your favored terrain, you also learn their exact number, their sizes, and how long ago they passed through the area. Foraging: Add if using this feat in your Favorite terrain double the proficiency bonus. Favored Terrain: You gain the Scout’s Favored Terrain ability. You can take this feat multiple times each time apply it to another terrain. Guide: When moving through your favored terrain, your group can’t become lost except by technical or supernatural means. Handloading: You personally load the standard ammunition carried by your team. Your team adds +1 to the damage of any firearm using standard ammunition. Herbalist (Proficient in Nature): When you take a short rest to gather different natural ingredients in your favored terrain and you create a First aid or Outbreak Kit. Hide in Plain Side (Sneak): You gain the Scout’s Hide in Plain Side ability. Hide Tracks: Add if you use this feat in your favorite terrain increase the difficulty by 5. Land ’s Stride: When moving through your favorite terrain, moving through natural difficult terrain costs you no extra movement. 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. Ration optimization :Unchanged Rope Trick: Unchanged Scout’s Cunning: Unchanged Skirmisher’s Stealth: You combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence. At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. When you have the Scout’s Cunning feature, than you can use that bonus action at the end of the turn to make a Hide Action (Dexterity (Stealth)) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn. Tracking: Unchanged Trap Rigging: Add if using this feat in your Favorite terrain double the proficiency bonus. Undiscovered: You can move stealthily at a normal pace traveling alone through your favored terrain. Vanguard: Unchanged Xeno Survival: Unchanged
  9. 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.
  10. 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.
  11. 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.
  12. 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,...)
  13. 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
  14. 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
  15. 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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