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Fifth Age: A hard science fiction 5e conversion
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<blockquote data-quote="PyroPhoenix" data-source="post: 7056123" data-attributes="member: 6874819"><p>Well, I found that power weapons like the sledge do start making more sense when you thing like space combat, in games I've played I've used the idea that because of the lack of gravity everybody gets a -4 penalty when fighting in zero-g conditions (-2 in low gravity) when using melee weapons and that the majority of ranged weapons have the potential to seriously damage the internal structures of a space ship when fired inside the ship, so combat inside of a spaceship mainly takes place with melee weapons. The reason why power weapons are good is that with this rule power weapons allow you to ignore this penalty, making there presence that much more useful. Plus when I think of futuristic spaceships, I would always think there corridors to be big enough that swinging around a two handed weapon like a sledge would be reasonably possible.</p><p></p><p></p><p></p><p>How I would possibly deal with archaic weapons is just use the regular stat block of weapons in the PHB, however give them all the property of primitive, which would make them treat any futuristic armour as having higher AC then normal (lets just say +2 for now), making them still just as damaging, just harder to get through the tougher material that makes futuristic armour. Although if you do do this then you should probably make it clarified that people specifically trained in the use of archaic weapons (such as savages) may ignore this penalty because of there training with such weapons have made them more efficient to the point of being as effective as regular futuristic weapons, this way you don't make the savage class weaker by using that rule.</p></blockquote><p></p>
[QUOTE="PyroPhoenix, post: 7056123, member: 6874819"] Well, I found that power weapons like the sledge do start making more sense when you thing like space combat, in games I've played I've used the idea that because of the lack of gravity everybody gets a -4 penalty when fighting in zero-g conditions (-2 in low gravity) when using melee weapons and that the majority of ranged weapons have the potential to seriously damage the internal structures of a space ship when fired inside the ship, so combat inside of a spaceship mainly takes place with melee weapons. The reason why power weapons are good is that with this rule power weapons allow you to ignore this penalty, making there presence that much more useful. Plus when I think of futuristic spaceships, I would always think there corridors to be big enough that swinging around a two handed weapon like a sledge would be reasonably possible. How I would possibly deal with archaic weapons is just use the regular stat block of weapons in the PHB, however give them all the property of primitive, which would make them treat any futuristic armour as having higher AC then normal (lets just say +2 for now), making them still just as damaging, just harder to get through the tougher material that makes futuristic armour. Although if you do do this then you should probably make it clarified that people specifically trained in the use of archaic weapons (such as savages) may ignore this penalty because of there training with such weapons have made them more efficient to the point of being as effective as regular futuristic weapons, this way you don't make the savage class weaker by using that rule. [/QUOTE]
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Fifth Age: A hard science fiction 5e conversion
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