D&D 5E Fifth Age: A hard science fiction 5e conversion

grixis.alon

Villager
The majority of the attacks are in fact Dex based because they all use ranged weapons. The only ones that use Str would be the archaic weapons like broadswords or poweraxes and the like. Strength here would probably play a higher role as skill checks for my players, but they are more worried about space battles than anything lol.
 

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EliteHatter

First Post
Hello,

First of all. My friends and I love this setting. Our first session was a blast! I just had 2 questions our group is insure of..

1. Do racial bonuses stack? I am a Tube Born Human, so do I get a total of 4 +1's to my starting stats? 2 from base human and 2 from Tube Born?

And secondly, for robomancers, and robot mods specifically, can each mod only be applied once? Or can they stack if you get the same one multiple times?

Tha k ypu again fpr this setting and to anyone who answers.
 

Capn Charlie

Explorer
Quick question for clarification, ar the only things that use strength Unarmed attacks, melee attacks, and certain armors?

In other words are 90% of the weapons Dex based? Or Am I overlooking a paragraph?

Also I LOVE this setting. My friends and I are gearing up to play here soon, hence the ask for clarification.

The majority of the attacks are in fact Dex based because they all use ranged weapons. The only ones that use Str would be the archaic weapons like broadswords or poweraxes and the like. Strength here would probably play a higher role as skill checks for my players, but they are more worried about space battles than anything lol.

Most attacks are indeed dex based, with the notable exceptions of grenades, melee combat, athletics checks, and heavy weapons (with the appropriate feat). Strength has a lot of value for carrying capacity, especially on higher gravity worlds. The first time that 8 str gun-nut has all his gear count as double weight, and subsequently has a movespeed of 20 and disadvantage on all their checks.

This is just a quirk of modern style play, and I decided to embrace it. Str isn't THAT important in a world of rocket ships and laser pistols. That being said, the adventuring and mercenary lifestyles don't take well to wusses, and if the players get beaten up in bar fights, or just otherwise physically manhandled a few times, they will start to understand.

Generally speaking, I always have someone in the group play as a"strong man" archetype to lift and break stuff, beat people up, square up with the enemy muscle, etc. Just having a high strength score and athletics can be a defining characteristic in a scifi game, because of how relatively uncommon it is.

Hello,

First of all. My friends and I love this setting. Our first session was a blast! I just had 2 questions our group is insure of..

1. Do racial bonuses stack? I am a Tube Born Human, so do I get a total of 4 +1's to my starting stats? 2 from base human and 2 from Tube Born?

And secondly, for robomancers, and robot mods specifically, can each mod only be applied once? Or can they stack if you get the same one multiple times?

Tha k ypu again fpr this setting and to anyone who answers.

1: Totally. Tube born humans are genetically engineered supermen, and that's pretty rad. If you think it seems too good, have a little tension RP wise, as there can be plenty of "racism" from "regular born" and "tube born" folks, especially with the "tubies" not having any, you know, family, connections, inheritance, and in some forlorn colonies, even basic human rights.

2: Okay, so generally speaking, mods do not stack with duplication, unless specified. For the robots, increasing the CR is a pretty decent limiting factor, so I'd experiment with it at the table, let someone build the most "broken" thing they can with stacking, then if it's too much, have the robot go crazy, explode, whatever, and let that be a lesson to them not to stack mods again, or have it work and say "well it said not to in the documentation, but who ever reads instruction books, eh?".
 

Capn Charlie

Explorer
So i have a question. My players and I are used to grid combat. With the ship to ship combat i have 500km for each square (easy to remember since characters use 5ft per square). Short range is 0 - 2,500km (5 square radius max), medium is 2,500km - 5,000km (10 square radius max) and long range is 5,000km - 7,500km (15 square rafius max). That helps me because i have actual distances to weapon systems now and my players because of the visual representation. My question lies in ship movement per round. Given that my grid is 500km per grid square, how would I translate your ship engine rules to movement in a combat scenario? And also this might apply to weapon projectile speed since there is ruling for escaping fire.

Oh man, I keep getting questions for space rules, and they are still a sore spot. I did a fair amount of playtesting at my table, and could always make it work well for whatever I did, but honestly, simulating space combat is just so... daunting, especially as harder sci-fi. As such, I continue to believe that the best method is one of more abstraction. I lay out a hex map (the starfinder space one) and place out my landmarks, a few planets and moons, stations (and once a double handful of grape sized gravel as an asteroid belt!) and just sort of :):):):):):):):) it together, moving the ships as I see fit given people's descriptions of the actions they take piloting and otherwise boosting the ship.

I experimented with momentum and forced movement, and braking maneuvers, and it was just sloggy and awful. Once I instituted that adjacent hexes are close, the next hex is medium, and the next two are long distance (5 foot, 10 foot, and 20 foot reach) it all came together, and it was about relative distance in those bands. We would describe mutual velocities, and just move the ships 2-4 hexes a turn.

I still plan on codifying this and releasing better rules, but honestly, that takes things so far past a simple mod for 5e, and into the realm of genuine system building, which was never the intended scope of the project, and frankly is an amount of work I am just ill suited to be able to have on my plate at this time.

It is still on my to do list, however. So I chip away at a bit at a time as I am able.
 

Chris Kang

Villager
Hey, I know this post is kinda old, but I was hoping I could get a modifiable version of the pdfs. Me and my friends played a bit and wanted to change some things and save it so that it's easier to read for others who weren't part of the first try. I would really appreciate it and I really love what you have here.
 
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SirSplash

First Post
I can't access the download link and really wanna play around with the updated version you have going on 0.9 right now. Hope you can get back to us on that thank you.
 

Capn Charlie

Explorer
I can't access the download link and really wanna play around with the updated version you have going on 0.9 right now. Hope you can get back to us on that thank you.

Okay, so the download here seems to be working for me:

Alternatively I have a google drive here:
 



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