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Algernon Pike

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Algernon Pike last won the day on October 15 2020

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  1. I'm interested in any games of the Living Campaign (other than episode 1 and 2). I'm picking up some of the "non-episodes" at GenCon, but wouldn't mind one or two events under my belt before then.
  2. Is there anyone still looking for this event? I will be doing a couple games at GenCon, but not as many as I'd hoped. I wouldn't mind a Roll20 game heading into it if possible! Thanks, Algernon
  3. FRED from the show was the same speed as a slow walk (roughly the same as a MALP). I would argue that the stats were guesstimated for the game. The episode makes sense even if the mechanics are wrong.
  4. I could get behind that. Thanks for clarifying on the opposition. I do think the feat as written is pretty much useless, but perhaps another idea will come to me.
  5. I agree on the Jaffa point, but if you're in melee with a Jaffa you already lost. Also, given the "living" campaign has to be uniform, your house rule doesn't address the issue. My question is... given that the exact circumstance your describing is the reason I made the change for it to grant a dodge action, I don't understand your opposition in the slightest. You're already willing to homebrew things so could you explain your opposition beyond just being in opposition?
  6. Only melee attacks can be made with attacks of opportunity so you can still be shot in the back (which is why I suggested granting a dodge action instead). While I can imagine the situation you're describing, I think my initial point still stands about its very limited use in a system where melee unlikely/rare.
  7. Hey all, This is part of a chapter by chapter analysis I'll be doing in order to improve game during Beta. Please feel free to comment and analyze with me on these suggestions. I would only suggest that comments be constructive. General Notes: I appreciate how the overall +3 in overall stat bonuses has been kept from the 5th edition rules (+2 for race and +1 for origin choices). I am concerned about HP bloat, but I think it is fine to front load some HP with the race benefits in order to have a “heroic” campaign. An optional rule should be added for GMs to halve or even remove the HP bonuses in order to make the campaign more challenging at their discretion. Suggestion: I am concerned with the low skill proficiencies for “advanced” races even though I understand it for balance purposes. I think an additional weapon proficiency should be available to “standard” races. Aturen, “Tollan” (see below), and Tok’ra = +1 skill proficiency; Jaffa, Unas, and “Abydonian” (see below) Human +1 weapon Proficiency. Tau’ri (and “Advanced” below) should get a choice. Aturen: Suggestion: Given their generations of peaceful pursuits, should the hit points for Aturen be lowered by two (8/6)? Clarification: I don’t understand the +CON bonus for Aturen Pacifists. If +CON is an important Aturen trait, it should be granted to the normal Aturen with the Pacifists gaining +WIS from their “enlightened” philosophy. Clarification: The “Invisibility” power needs to be clarified. If the Noxian Pacifist interacts with a sentient creature, the invisibility should break for that target. Clarification: The “Pacifism” listed needs to be expanded in terms of Aturen pacifist ideology. In particular, a note needs to be added regarding exactly why the SGPC willingly puts Noxian Pacifists on SGP teams. If they are not meant to be assigned to SGPC teams it needs to be clarified. Furthermore, how does someone with this mindset even want to join an SGP team? Suggestion: Add the “Natural Resistance” trait to the pacifists as well in order to balance their difficulties as short bursts of invisibility are still not equal to the disruption the pacifism trait could cause to a group. Human: Suggestion: I would do a rework of the groupings to allow for Repressed, Advanced, Tau’ri, and Enlightened. New Designation - Repressed Humans: Former slaves to the Goa’uld or inhabitants of abandoned, protected, or other human settled planets whose technology was at some point repressed. Use the stats for Abydonians. “Free from Ra” would still work even for persons from protected worlds since they value their freedom in league with the enslaved. New race group - “Advanced” Humans: Humans existing at a technology level akin to the Tau’ri, but without their egalitarian and/or moral compasses. These humans gain the following… +10 HP Bonus of +2 to INT or +2 to CHA Two skill proficiencies Recovery (as standard from other Human groupings) New Trait - Singular Focus: Many of these humans have spent their lives in a highly structured society where their belief system was deeply reinforced. As a result, they receive an additional determination point and gain a +1 to their Moxie. Tau’ri Humans: Humans from Earth are in a very “middle ground” place technologically, but also philosophically. They use the standard “human” stats. Suggested Change: Galactic Seeds - The open mindedness and prosperity of the Tau’ri grants them advantage on persuasion checks with other humans during “convince” encounters. New Designation - “Enlightened” humans: Humans from planets with highly advanced technology greater than that of Earth. This replaces the “Tollan” designator. Also alter “Phase-Shift” with the trait below… Altered Trait - Future Tech: Choose one piece of technology from Tech 3 or 4 to include in your base kit. Common examples include the “Phase Shift” device for Tollans, Serrakin pistols for Hebridians, and Memory Devices for Gallarans (later seasons). Jaffa: Rather balanced Suggestion: Jaffa get +2 str AND +2 dex Suggestion: Replace the P90 and Tac Vest in the base kit with Ma’tok staff and Jaffa armor at the players discretion. Suggestion: Jaffa do not gain additional weapon proficiencies from class training. Suggestion: Jaffa may not choose the Medic or Scientist classes. Tok’ra Clarification: It should be stated that Tok'ra are proficient with and can use Goa'uld technology. Suggestion: Tok’ra receive +1 skill proficiency to represent the symbiote’s knowledge. Suggestion: Tok’ra have advantage on all checks related to impersonating a Goa’uld. Clarification: I'm not sure where the Pangaran Tok'ra are in regards to canon. Unas: Suggestion: Unas get +2 str AND +2 con Suggestion: Unas cannot use Human weaponry of Tech 2 and above proficiently unless it is specifically designed for them. As a result they do not gain any firearm proficiencies from their class. Suggestion: Unas may not choose the Engineer or Scientist classes. Suggestion: Unas speed is 8m instead of 6m Clarification: Why is possessed Unas in these rules? Are they intended to actually be playable?
  8. I think Organ Targeting should be moved to the Procedural Feat pool and one of the Procedural Feats dedicated to improving medical skill should be inserted in its place.
  9. I think shotgun and rifle need to be a proficiency group. This would allow for use of rifles like the HK or even M16 type rifles using the same proficiency and then "Longarms" could become the category for SMGs like the P90 or M4.
  10. What we need from this point on in the discussion is a Marine, or other combat vet to come on and set us straight. Until that time, we're just going to keep butting heads and making anecdotal arguments.
  11. Battlemat size should not come into this discussion. I understand that this is a TTRPG, but the weapon systems are the weapon systems. A trained soldier firing an M16 can consistently hit a target over 500m away. That's just true. At 200m they're even more dangerous. You would have to come in via cover or stealth on a position with a squad of marines ready with M16s or you're going to take massive casualties. The Tau'ri weapons create what's called a "force multiplier" when compared to the weapon systems of the Jaffa. Yes, the Jaffa could win and did win engagements, but they did so with bodies. Against an even number of Jaffa outside of an ambush, the Tau'ri win every time and that's just what it is. I understand wanting to make the game more equitable for the enemies of SGPC, but in the end, it just isn't in canon so it doesn't have to be in game.
  12. I got sucked into the Discord main channel debate on this last night. (AKA Time in my life I won't get back) My only suggestion to the overall debate would be to make the max range the weapon system's max "effective range" which would put the P90 at 200m. Then take 25-50% of that range as the "close" range for the weapon. They also need to make different longarms because a P90, an M4, and an M16 all have very different stats and ranges. If they don't, however, that's their prerogative since the numbers they list are based on real world tested statistics. As for the argument about encounter distance and Tau'ri weapon superiority, that's played out in the series over and over again. This is another example of the dangers of trying to apply standard DnD logic to the modern world. If you apply real world to DnD it works because the deadliness and range of ancient weapons somewhat tracks, but modern weapons are deadlier and have much longer ranges. Just like when Zats are brought into the game, the best way to fight is to avoid taking fire because when you take fire you have the chance of instant death. Anyway, have fun with this discussion.
  13. That's definitely against the grain. How do they maintain the integrity of the mission if everyone knows exactly what is going to happen next?
  14. I thought there were some very fun and engaging parts of this episode, but there were also some big sticking points which created a lot of confusion and immersion issues. Pros: Exploring the settlement was a lot of fun. It would have been nice to get a bit more guidance on how many things we could try. I finagled a way to try two of them, but since this is a determination heavy episode, it might have been nice to know for sure. The challenge and setup were very SG appropriate and made a lot of sense for a team mission. The exploration process and "dungeon crawling" bits weren't bad, but we did have a couple pilots (boat travel) and a scout (survival/perception checks). I am REALLY enjoying the "Convince Encounter" mechanics Cons: The lack of a better planet survey (after almost a year) is laughable. TacCom releays should have been available and sent so they could at least be set up as a secondary objective. The table I had really emphasized the challenge of a Living Campaign with random tables. The SGPC would have insisted on sending an engineer/scientist on the mission and we had neither. I never understood how the river's flow was being diverted for DAYS. A river of the size described would have filled the entire base in question within hours. Stopping the flow/purging the base was a simple fix and would have been the first thing which would have been attempted. SCUBA gear should have been sent with the team and a semi-complicated fix in the flooded layers should have been necessary. It was not made clear in the session how the Pangarans developed Tritonin. I didn't want to metagame so I didn't say anything about Egeria, but would the Tok'ra have known and been forcibly opposed to continuing Tritonin research? I did not understand at all why there would be opposition to keeping and exploring the base. Did the SGPC bring the gate to the planet? If not, how was its existence missed by Apophis's forces since they would have had to spend a large amount of time in orbit above the planet surveying it? If so, that needs to be campaign common knowledge. Since a Goa'uld signal was definitely sent from the planet, per the show's logic that would make it no longer viable as the location for the Phoenix site. The Goa'uld may or may not send a ship, but unless there are dedicated orbital defenses (which they definitely don't have in canon) then it doesn't make sense to stay. Was THAT the opposition to using the base? That was never made clear and would have changed a lot from our perspective. It would have been nice to get some additional bonus from being able to convince all three counselors. Also, it doesn't make sense on a site such as this to have an even number of decision-makers. Jaffa, Tok'ra, Human, Arturen, and Tollan should be the breakdown. Overall, I clicked "Neutral" because of these Cons, but I did like parts of it and it did feel like some decent SG canon material.
  15. So we must have skipped a section of the mission at our table. My only complaint is that the mission was choppy. More specifically, it would have been better had we caught Wepawet's Jaffa on the planet and had to make a decision there whether or not to engage. If we had, then we would have been captured (only to be freed by the Tok'ra infiltrator) or received vital information through stealth (still meeting the Tok'ra infiltrator). The second mission in the single mission broke the flow of things in my eyes. Also, if we did miss part of the mission by dispatching/evading the Jaffa sent to seize the infiltrator. I think in true SG fashion it is perfectly fine to have us get stunned/zatted/completely outgunned and forced into surrender rather than giving us an out. Basically, it was pretty easy with the six of us to break the Jaffa pursuit or even just fight them off. Finally, I think an "outro" would have been good based on all available ending options. We escaped relatively unharmed with the Tok'ra agent (thus breaking cover) so a reprimand from the Tok'ra would have been interesting (or at least a bit of tension when she didn't say thank you). You could also have had "outros" for being captured and released by the Tok'ra, lost the infiltrator in a fight, lost team members, etc. There was the slight debrief to be sure, but I was left wanting more which made it not feel like a full episode. Overall, rating, Mostly Positive, but questioning the whole "cake" thing above.
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