D&D 5E The Official 5E Version Of Doctor Who Is Coming In Just 2 Weeks!

In two weeks (or back in 2022 depending where in space and time you are right now) Cubicle 7 will be launching DOCTORS & DALEKS, the 5E version of its popular Doctor Who: Adventures in Time & Space tabletop RPG which has been in production for over a decade. The game launches on Tuesday, July 19th with the Doctors and Daleks Player’s Guide. Cubicle 7 has been producing the official Doctor...

In two weeks (or back in 2022 depending where in space and time you are right now) Cubicle 7 will be launching DOCTORS & DALEKS, the 5E version of its popular Doctor Who: Adventures in Time & Space tabletop RPG which has been in production for over a decade.

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The game launches on Tuesday, July 19th with the Doctors and Daleks Player’s Guide.

Cubicle 7 has been producing the official Doctor Who RPG since 2009, with over 20 books. A second edition launched last year. This new edition is the D&D 5E edition, and was first announced back in February.



Doctors and Daleks​

A New Way to Adventure through all of Space and Time

Doctors and Daleks brings the epic adventures of the Universe’s most famous Time Lord to the world’s most popular roleplaying game. Running parallel to the award winning Doctor Who: The Roleplaying Game, Doctors and Daleks is a new line of products that brings Doctor Whoadventures to your table using 5th Edition rules.

The first book, the Doctors and Daleks Players Guide, brings you everything you need to get started with your adventures in Space and Time!

  • Streamlined character creation rules to quickly bring to life a new time travelling adventurer. Create a new Companion for the Doctor, or build your own Time Lord! Do you want to do a bit of time tourism as part of Team TARDIS, or will you create a group of Time Agents to fight back against pesky paradoxes?
  • Rules for playing fast paced, combat light sci-fi adventures using the world’s most popular roleplaying game system. Fight like the Doctor with non-lethal weapons, manoeuvres, gadgets, and the power of emotional and logical arguments — or just run away really fast!
  • A time traveller’s treasure trove of technological marvels, including sonic screwdrivers, psychic paper, a water gun, and time machines.
  • Rules for using and customising the TARDIS, as well as creating and piloting any other kind of time travel device you can think of from the dawn of history to the very ends of the universe.
  • Advice on making every Doctors and Daleks adventure feel like you’re living in an episode of the legendary Doctor Who TV Series.
  • An expansive look at the history of the Doctor’s Universe, detailing some of the aliens and creatures the Doctor has encountered across space and time, including profiles for Daleks, Cybermen, and Weeping Angels, ready to be played!
The Doctors and Daleks Player’s Guide will be followed by the Alien Archive, a dedicated catalogue of some of the Doctor’s most notorious foes, presenting dozens of recognisable aliens from the series for the players to add to their games.

Alongside these, The Keys of Scaravore is an epic adventure for levels 1-5, that leads the characters to the Wild West and distant worlds, encountering Draconians, Silurians, Zygons, and more, before finally facing the terrifying Scaravore itself.


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MarkB

Legend
Welp - now you've given me an idea for a third kind of Doctor Who campaign I'd run - where each of the players plays a Time Lord and also Companions to every other player's Time Lord. We did that in college for Ars and it worked great (though there we had rotating GM duties too).
Or you could really leverage that Timeless Child stuff from the recent seasons, and have the Doctor regenerate every session, rotating to be played by each player in turn.
 

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antiwesley

Unpaid Scientific Adviser (Ret.)
Has your Fifth Edition gotten stale? Does your GM expect you to actually parley with monsters rather than fight?
Well, Cubicle 7 has just the game for you! Now your Murder Hobo gang can become Time Travelling Murder Hoboes!
Join the KillMaster in his MURDER* Machine and you can relive those great battles, escape, heal up and return to battle moments after you left them!

* - Mutiple Users in Random Dimensions Except Reality

Outside of raising funds and catering to the 'special' players who can't be bothered to learn any other system except 5th Ed, I never saw a reason this needed to exist. Give it 2 weeks and homebrewed Dalek/Cybermen/Voord/Auton/fillintheblank character creation rules will be out and the game will be twisted to what the system exists for: murder hoboing.
 


DJThunderGod

Villager
I would venture that it’s at most 1/3 of the more general rules.
A third is a massive chunk of the rules. There's nowhere near that amount of person-to-person combat in a standard Doctor Who story - avoiding combat by running or talking the character's way out of it? Yes. Actual fighting? No. AC would be almost entirely irrelevant as a stat, yet there it is, right at the top of the character sheet.
 

Jer

Legend
Supporter
A third is a massive chunk of the rules. There's nowhere near that amount of person-to-person combat in a standard Doctor Who story - avoiding combat by running or talking the character's way out of it? Yes. Actual fighting? No. AC would be almost entirely irrelevant as a stat, yet there it is, right at the top of the character sheet.
The game you're looking for already exists - it's the Doctor Who Roleplaying Game already published by Cubicle 7.

It's a great game - I highly recommend folks pick it up and play it! Cubicle 7 generally makes good games.
 


doctorbadwolf

Heretic of The Seventh Circle
A third is a massive chunk of the rules. There's nowhere near that amount of person-to-person combat in a standard Doctor Who story - avoiding combat by running or talking the character's way out of it? Yes. Actual fighting? No. AC would be almost entirely irrelevant as a stat, yet there it is, right at the top of the character sheet.
So, what I am trying to explain is that very little of the game needs to be about violent interpersonal conflict in order to use the system for interpersonal conflict, and even then the stock system has most of the rules for combat in the character options that this game won’t be using.

Beyond all that, Cubicle 7 has an excellent track record for respecting and celebrating the IP they’re gamifying.
 

Jer

Legend
Supporter
Beyond all that, Cubicle 7 has an excellent track record for respecting and celebrating the IP they’re gamifying.
I'm very curious as to what the terminology shift from "hit points" to "plot points" means. Could just be a gloss in terminology, but it could mean that someone mainstream has finally figured out that hit points were the original metagaming currency and will start using them for something other than "you ran out of luck points, now you're dead".
 

MarkB

Legend
I'm very curious as to what the terminology shift from "hit points" to "plot points" means. Could just be a gloss in terminology, but it could mean that someone mainstream has finally figured out that hit points were the original metagaming currency and will start using them for something other than "you ran out of luck points, now you're dead".
I'd guess it means that (a) they can be depleted by other means than hitting people, i.e. making a strong argument or landing a devastating quip, and (b) losing all of them will still represent defeat, but not necessarily death or unconsciousness.
 

Jer

Legend
Supporter
I'd guess it means that (a) they can be depleted by other means than hitting people, i.e. making a strong argument or landing a devastating quip, and (b) losing all of them will still represent defeat, but not necessarily death or unconsciousness.
I'm hoping to see some mechanics to use them actively to do things and not just to avoid getting hit.
 

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