D&D 5E 5e IN SPACE!!!!!

To be honest, D&D rules generally do not mix with SciFi. The reason for this is HP bloat. One can accept that a guy in full plate runs through an arrow shower to start hitting people with his sword. But the same guy doing the same in a modern or sci fi setting? No.
Yet the D&D system puts a huge emphasis on melee and very close range combat. The rules are simply not made for long range combat where both sides trade ranged attacks and instead are geared towards bringing to combat into melee range. Yet this long range exchange is exactly how most SciFi combat would play out.

Eh, it's an abstraction. It doesnt make any more sense in fantasy.

and DnD, or a close equivalent, rules work fine for Star Wars, alternity, d20 modern/future, etc.
 

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For HP, I recommend looking at SWSE Condition Track and Damage threshold.

Thanks for the reply Drbadwolf!

I loved the idea of SWSE condition track, but felt the implementation lacking. If I did try to do something like that, I would tie the system to the 5e exhaustion rules. see my death and dying rules for an example.
 

Thanks for the reply Drbadwolf!

I loved the idea of SWSE condition track, but felt the implementation lacking. If I did try to do something like that, I would tie the system to the 5e exhaustion rules. see my death and dying rules for an example.

Fair enough. To me, the condition track is much more elegant and works better than 5e exhaustion, but they do seem to pretty much want to model the same thing, other than exhaustion not being tied to taking big hits in combat. IMO, though, exhaustion is too harsh, especially in how hard it is to shake.
 

Fair enough. To me, the condition track is much more elegant and works better than 5e exhaustion, but they do seem to pretty much want to model the same thing, other than exhaustion not being tied to taking big hits in combat. IMO, though, exhaustion is too harsh, especially in how hard it is to shake.

I agree that the condition track is more elegant. My problem with it really stims from the MDT and how easy it was to shake the conditions. Why have a system for representing Serious injuries if you can get rid of them with a few swift actions???
 

Explosives

Explosives
All explosives allow a reflex saving throw to take half the normal damage. If a character gets a critical failure on this saving throw, they are reduced to 0 hit points. See my death and dying rules for more details.

If thrown at long range, characters gain advantage on their saving throws.

Black Powder Bomb: As an action, you can light and throw this explosive at a point within 30/60ft. All characters within 5’ of this point take 3d6 fire damage. On a successful dexterity saving throw (DC 12), the targets take only half damage.

Fragmentation Grenade: As an action, you can throw this explosive at a point within 30/60ft. All characters within 10’ of this point take 4d6 slashing. On a successful dexterity saving throw (DC 13), the targets take only half damage.

Plasma Grenade: As an action, you can throw this explosive at a point within 30/60ft. All characters within 10’ of this point take 4d6 bludgeoning/lightning damage. On a successful dexterity saving throw (DC 13), the targets take only half damage. Plasma grenades use the exploding dice rule, the same as blasters.
 

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