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Fifth Age: A hard science fiction 5e conversion
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<blockquote data-quote="Capn Charlie" data-source="post: 6642204" data-attributes="member: 16046"><p>Good catch on the autolaser, that is a relic of an earlier version, I have subsequently removed it as a standalone weapon when I generally buffed longarms to keep them competitive with dual pistol fighting style. </p><p></p><p>As for the weapon and armor gearing options in backgrounds, this is intentional. This allows someone like, say, a Technician from some backwater world (with the colonist background) to have better armor and a solid weapon right out of the gate, better portraying that archetype. There are some instances of "gear stacking" that is both possible and seems odd from the normal D&D standpoint, why would a fighter need two greatswords, but makes more sense in a modern or postmodern setting. A soldier with two laser rifles is an firearms aficionado. Have you met many gun enthusiasts? In an industrial society high end weapons can be collected by the common man like stamps. </p><p></p><p>As for soldiers not getting military weapons by default, this is a bit of a stylistic push by me. The military weapons in my mind are to exist as early game goals and gear upgrades. In real world terms, I see a laser rifle as a top of the line ar-15, basically the same as out military carries but just a bit stripped down for civilian markets, while the gauss rifle is more of the type of weapon a military might provide. And a note on "civilian", civilian weapons in this conversion are still high powered lethal weaponry and might require special licenses to own, security clearances, and in any case might be illegal in some ports and on certain worlds. </p><p></p><p>It is my fear moving in to this game that as opposed to normal d&d that it will be the combat pillar that is under utilized. My players have proven bloodthirsty, but there are still whole sequences of play where the two soldiers in the group just sort of stand around and hold up the wall while the rest of the party has "done stuff". Then we get into a fight and it shifts right back. This could be my steering, or just the playgroup, but that is performing to expectations. </p><p></p><p>As for stats, you raise valid concerns, I will look at this further. I indeed intended a normal 20 point maximum for attributes, but sent out an error in the document. My base character creation assumption is a maximum starting attribute of 15 (if using the baccarat rules I changed it to add your card total to a base of 6, not 8, to curb some higher results that were consistently showing up), plus whatever racial bonuses you accrue at character creation. This allows a tube born human specifically engineered for a trait, like dexterity or intelligence, to start the game at a 19 in that score. This makes them exceptional and stand out, crunch meeting fluff.</p></blockquote><p></p>
[QUOTE="Capn Charlie, post: 6642204, member: 16046"] Good catch on the autolaser, that is a relic of an earlier version, I have subsequently removed it as a standalone weapon when I generally buffed longarms to keep them competitive with dual pistol fighting style. As for the weapon and armor gearing options in backgrounds, this is intentional. This allows someone like, say, a Technician from some backwater world (with the colonist background) to have better armor and a solid weapon right out of the gate, better portraying that archetype. There are some instances of "gear stacking" that is both possible and seems odd from the normal D&D standpoint, why would a fighter need two greatswords, but makes more sense in a modern or postmodern setting. A soldier with two laser rifles is an firearms aficionado. Have you met many gun enthusiasts? In an industrial society high end weapons can be collected by the common man like stamps. As for soldiers not getting military weapons by default, this is a bit of a stylistic push by me. The military weapons in my mind are to exist as early game goals and gear upgrades. In real world terms, I see a laser rifle as a top of the line ar-15, basically the same as out military carries but just a bit stripped down for civilian markets, while the gauss rifle is more of the type of weapon a military might provide. And a note on "civilian", civilian weapons in this conversion are still high powered lethal weaponry and might require special licenses to own, security clearances, and in any case might be illegal in some ports and on certain worlds. It is my fear moving in to this game that as opposed to normal d&d that it will be the combat pillar that is under utilized. My players have proven bloodthirsty, but there are still whole sequences of play where the two soldiers in the group just sort of stand around and hold up the wall while the rest of the party has "done stuff". Then we get into a fight and it shifts right back. This could be my steering, or just the playgroup, but that is performing to expectations. As for stats, you raise valid concerns, I will look at this further. I indeed intended a normal 20 point maximum for attributes, but sent out an error in the document. My base character creation assumption is a maximum starting attribute of 15 (if using the baccarat rules I changed it to add your card total to a base of 6, not 8, to curb some higher results that were consistently showing up), plus whatever racial bonuses you accrue at character creation. This allows a tube born human specifically engineered for a trait, like dexterity or intelligence, to start the game at a 19 in that score. This makes them exceptional and stand out, crunch meeting fluff. [/QUOTE]
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