View Profile: Capn Charlie - Morrus' Unofficial Tabletop RPG News
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March 9, 1983 (36)
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Allen, Oklahoma
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Esper Genesis: Sci-Fantasy for 5E Saturday, 10th November, 2018 02:24 AM

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Friday, 19th July, 2019


Friday, 1st March, 2019

  • 10:45 PM - CleverNickName mentioned Capn Charlie in post Mixing Genres: Sci-Fi Campaign using 5E Rules
    Holy carp, everyone...thank you for the excellent suggestions! Satyrn: thank you for the link to Esper-Genesis, I had no idea that it even existed. I briefly looked it over, and it checks both boxes: it's 5th Edition rules, and it's science fiction. I am going to download it as soon as I get home and start tinkering with it. And from what you said about the Mage Hand Press kickstarter, I'll definitely be checking that out as well. lowkey13: Thank you for the list of source material. I am especially, incredibly, super-stoked about the Numinera 5E resource! I would really love to run a Numinera campaign one of these days, and this just might be the way to introduce my table (and myself) to that system. And it's nice to see an old vrusk like Star Frontiers getting some 5E love...I played that game like crazy back in high school. DM Dave1, Capn Charlie: the ENWorld community is the best gaming community on the Internet, and I'll fight anyone who says otherwise. Thank you for pointing me to the Fifth Age material...I'll add it to my list of materials to check out when I get home. It's looking like a long, awesome weekend of sci-fi and dice! jgsugden, Ed Laprade: I picked up Starfinder as part of Paizo's most recent Humble Bundle (everybody else should, too.) The lore looks interesting, and probably wouldn't take a lot of work to bring it into any RPG system. But as far as the rules go, my gaming group made it very clear that we would be using 5th Edition rules only. (And given our past experience with Pathfinder's rigorous rules, I'm afraid they might revolt.)
  • 09:48 PM - DM Dave1 mentioned Capn Charlie in post Mixing Genres: Sci-Fi Campaign using 5E Rules
    @Capn Charlie created this coolness: "Fifth Age: A Hard(er) Science Fiction conversion for 5e DnD" Free and right here on EN World, to boot. Nice.

Wednesday, 8th February, 2017

  • 01:57 AM - MostlyDm mentioned Capn Charlie in post Do you allow fan made material in your games?
    I don't even allow all of the officially published material in my games. I don't even allow all of the Player's Handbook at once. The two aren't really correlated. I don't allow all of the PHB either, in most games. But I often still allow 3rd party content. For example, Sharpshooter is a poorly designed feat (from a conceptual/design viewpoint, not from a game balance perspective, though perhaps that too.) So I don't typically allow it. But some 3rd party stuff is great, so I'd allow it. A user here on ENWorld, @Capn Charlie, is amazing at creating low-magic, high "realism" content, whether it's his 5th Age sci-fi work or his low-magic class alternatives. The level of thought and polish that goes into his work is easily on par with WotC... for example, he made a better 5e "Warlord" (in 5th Age) than any official 5e Warlord-replacement class. I'm dying to run a 5e Sci-Fi game using his 5th Age rules. @dave2008 also has excellent design sensibilities, even if I feel they're a little too influenced by some 4e-isms I dislike. I have no qualms stealing some of his ideas, like the far superior "Unstoppable" mechanics to replace Legendary Saves. @Hemlock also has some amazing material, such as 1e and 2e-inspired multiclassing, magic resistance, and initiative subsystems. I may not use all of them, but... I don't see any categorical reason not to. Just a matter of what I'm interested in. I can't really fathom categorically answering no to this question. Why would you? I guess if you're just 100% satisf...

Sunday, 28th February, 2016

  • 09:30 PM - Quickleaf mentioned Capn Charlie in post 5e 20 Level Divine Class: The Godsman
    Capn Charlie I really like the flavor you're shooting for. If you haven't already, I recommend checking out Green Ronin's Medieval Player's Manual; it has a whole section on charisma which have a similar feel to what you're doing. Only had time to give it a cursory read-through, but for your specific house rules it looks mostly balanced...only thing I'd caution you to think carefully about is giving higher level spell access earlier on than in the PHB, for example, the control weather 6th level class feature for The Spirits. That's an 8th-level spell (usually available only at 15th level) that you're giving them at 6th level.

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Wednesday, 13th September, 2017

  • 10:08 PM - Magistus71 quoted Capn Charlie in post Fifth Age: A hard science fiction 5e conversion
    For those interested in trying it, just download the app to your device, and in it access the menu (three vertical dots) and choose Custom, and put this link into the URL area: https://drive.google.com/open?id=0B9weYkvEU386Z0NqR1pJMTlUSFU (Alternatively you can just add that to your google drive, and easily import it that way, if you use google drive). 8260682607 Hey thank you for this.

Monday, 28th August, 2017

  • 10:37 AM - TheNerdScrolls quoted Capn Charlie in post Fifth Age: A hard science fiction 5e conversion
    I just wrapped up my last playtest game, four players covered levels 1-10 over 18 sessions, and have a few minor revisions for the core, and then I will be moving on to the hazard handbook. Sent from my MT2L03 using EN World mobile app Awesome, I'm so far really enjoying running this system and my players love it too. I can't wait for any improvements/additions you have in mind!

Monday, 10th July, 2017

  • 07:06 AM - Warren Ellis quoted Capn Charlie in post Fifth Age: A hard science fiction 5e conversion
    Yeah, synthetics uploading themselves into expendable propulsion buses loaded with missiles is pretty good. I kind of want to build an ace that clones himself into all of his munitions. Neat thing is that with a powerful enough comm laser, the pilots in that setting "eject" by reuploading themselves back to their bodies on the ship and then uploading again into a another propulsion bus. And since the expendable buses are small, big ships can carry hundreds of these little fighter analogues. Normally after a battle is over, the ship that wins will go and attempt to retrieve the expendable buses to reload them again, well those that are left. In-setting, for most system defence forces, they use bigger crewed gunships that are mostly only useful for like in orbit of planets as the equivalent due to societal restrictions on mind uploading (specifically those who mind upload are considered a nobility of sorts so you have to earn that privilege.)
  • 03:12 AM - Warren Ellis quoted Capn Charlie in post Fifth Age: A hard science fiction 5e conversion
    I stayed away from mind uploads for similar reasons as the hyperspace requirements, it facilitates a stronger narrative based around personal risk. With mind uploading no sane spaceship crew would set foot on an alien world when they could send down uploaded copies risk free. It is really cool tech though, and similar to how I imagine fifth age space combat. Combat rounds last up to an hour, and a lot can happen in that time. Sent from my MT2L03 using EN World mobile app Yeah it was a really neat idea for hard scifi space fighters and considering the issues the Synthetics would have with AI developed for fighters, understandable I would say, this is the next viable option for such a thing in my opinion. Might be a nasty shock to the Hegemony as well. Actually I do wonder something, in your setting it's noted that genetic engineering isn't really a thing for most humans so they still live to about 100 or so. However wouldn't even cheap gene-engineering, to fix birth defects, and more advance...

Sunday, 25th June, 2017

  • 05:34 PM - digigirl quoted Capn Charlie in post Fifth Age: A hard science fiction 5e conversion
    It might be an older version you have, I need to update the one here. This is a link to the newest version, 0.8: https://drive.google.com/open?id=0B9weYkvEU386Z0wyM0p2Q2NfVEE It correctly has entries for the medkit in the toolkit section, as well as under medical supplies. This can be confusing, so I might change it to only appear in the toolkit section, despite its special healing rules. If you have any other questions or concerns, feel free to let me know! Yep, I had v0.7. Thanks!

Thursday, 15th June, 2017

  • 03:50 AM - Warren Ellis quoted Capn Charlie in post Fifth Age: A hard science fiction 5e conversion
    Glad you are enjoying it! This is the campaign setting I run weekly, and there are a lot of flavorful bits hidden in it that barely shine through in the documents. 1. Once I am happy with the core book (nearly done!) and wrap up the Hazard Handbook and Advanced Spaceships books (still pending), all that is left is adventures and a setting book. A quick tour of League worlds would turn up all manner of new content, like technologies, feats, subraces, and backgrounds. (The Hoshi Imperial Shogunate would yield variants of tube born, and a series of new melee weapons, monofilament blades). I will get there. 1. How much of the galaxy has been explored by both the Galactic Hegemony and League of Stellar Nations together in all you would say? As for the Greyaliens, considering they're essentially the only true allies humanity has, and considering the human reaction to their near-genocide, are the Greyaliens given much better and more honored positions in humanity's domains compared to the res...

Wednesday, 10th May, 2017

  • 02:40 PM - MadBlue quoted Capn Charlie in post Fifth Age: A hard science fiction 5e conversion
    Sounds pretty great! I humbly submit referring to linked cyborgs as "Nodes", since they are basically just part of a hivemind, and letting them live on as "ghosts" in the network after they die, to some extent. I kind of want to build a weird reincarnation like religion around it now. I'm coming up with a list of "official" and slang terms for the races, so "Nodes" would fit in. One of the ideas I have is of one of the Archons hiding out in a Hive and either being treated like a deity or being so enmeshed into the network that the residents are just assuming the voices they're hearing are from another networked human (or why not both?). The motives of the Archons are still as much a mystery to me as they will be to the players. :) A lot of what I'm working on is for an unwritten anthology of sorts that I've been carrying in my head for a long time. I have a bunch of stories I want to tell, and I think I might actually be able to motivate myself to work on them if I put them in game form f...

Wednesday, 19th April, 2017

  • 12:17 AM - DaedalusX51 quoted Capn Charlie in post Anyone else think the Bard concept is just silly?
    I would have made it a sorc archetype, personally. Maybe lore Bard in wizard and "power of song" in sorc. Maybe a rogue archetype as well for a scoundrely type. Then a barbarian Bard for the skald. Delete the class and let it live through it's archetypes, call it a day. Sent from my MT2L03 using EN World mobile app While this might ruffle some feathers, I've recently come to think that the Bard should be a Warlock subclass, or at least have the same power source. Most Bard representations are entertainers with Fey-like enchantment or illusion magic. but there has never been a concrete reason why they have magical power. A deal with an otherworldly entity makes the most sense. Plus the classic representation of the Deal with the Devil in "The Devil Went Down to Georgia" would just be an awesome example of an infernal pact Bard.

Tuesday, 18th April, 2017

  • 09:05 AM - Eubani quoted Capn Charlie in post Bored with the same-ness of weapons? You won't believe these seven options to spice up combat!
    How about light armor is defined as 13 or lower natural armor, and heavy armor is 15 or higher, leaving a little neutral sweet spot in the middle there just like for medium armor. Sounds good
  • 08:11 AM - Eubani quoted Capn Charlie in post Bored with the same-ness of weapons? You won't believe these seven options to spice up combat!
    Honestly, it was written with a humancentric game in mind, and monsters weren't a major concern. I am inclined to just let it play as it lies, armor is armor, and monsters aren't armored. Alternatively, I could see ruling armor type on a case by case basis, but I am am disinclined to make a comprehensive list of monster rulings, and natural armor bonuses might be misleading for what should be more affected by hammers and what not. That would mean that some weapons maintain their bonus against such creatures whilst other do not, I think that is an issue.
  • 07:19 AM - FitzTheRuke quoted Capn Charlie in post Bored with the same-ness of weapons? You won't believe these seven options to spice up combat!
    We playtested it with six players for about 80 hours of table time and it worked pretty well, weapon selection felt like a major choice, especially without magic items. Sent from my MT2L03 using EN World mobile app I don't really like most magic items, and prefer mundane to magic, in general, so this is right up my alley. Simple, too. Sent from my LG-D852 using EN World mobile app
  • 12:47 AM - Greenstone.Walker quoted Capn Charlie in post Buffing the Champion Fighter
    I would love to give them out of combat abilities but the thematics of the class are so narrow it is a stretch. I mean, we could come up with some intimidate related effect, but I dunno. Combat is their shtick, and it might be best to let them shine there. As a specialised combatant, a Champion needs to always be aware of locals laws and customs, otherwise they will spend a lot of time behind bars. So, how about a class feature of Advantage on social ability checks when interacting with representatives of the law and government? Maybe also when interacting with weapon and armor merchants? These give the Champion something to do in the Interaction pillar of the game while keeping with the "passive abilities" theme of the class. I imagine that when the party gets to town, the Eldritch Knight hits the books, the Battle-Master finds a clear spot and does routines, and the Champion heads in to town to talk shop with the smith and/or the town guards.

Sunday, 16th April, 2017

  • 07:36 PM - Xeviat quoted Capn Charlie in post Buffing the Champion Fighter
    Having played with both a champion and battlemaster at the same table for long stretches of levels, I have to second that champion feels underwhelming in comparison. That being said, I want to preserve the simplicity of the class, and retain its passive ability mindset. I have considered everything from giving them a +1 hp/level, to giving them half proficiency in all saves. I would love to give them out of combat abilities but the thematics of the class are so narrow it is a stretch. I mean, we could come up with some intimidate related effect, but I dunno. Combat is their shtick, and it might be best to let them shine there. Well, lets see what we can come up with. +1 crit range is not worth a feat. I'm positive it isn't even worth half a feat. +2 to a primary ability score is worth a feat. +2 Str is going to be +1 attack, +1 damage, +1 to str checks, +1 to str saves, and some carrying capacity boost. So, +1 attack and damage could arguably be "half a feat". +1 crit range isn't even worth...

Friday, 14th April, 2017

  • 08:57 AM - Lanefan quoted Capn Charlie in post Revamped Ability Score Bonuses
    Further, I like the idea of doing away with the actual ability score, and letting the ability just be the bonus. Abilities would range from -1 to +4 for a 6 point spread allowing people to roll a d6 for ability scores if they are so inclined.That bakes in the rather poor idea (given to us by point-buy and array systems; may they leave this hall and never return) that the lowest you can go is -1. The range for stats is supposed to be 3-18, thus -4 to +4. Also, rolling 3d6 or 4d6 or 5d6 - whatever - gives a bell curve; my chance of getting a +4 is far less than getting +1. Rolling a straight d6 is linear, making my chance of getting a +4 exactly the same as getting +1. Is this what you want? Lan-"and count another vote here for reviving the roll-under mechanic"-efan
  • 01:13 AM - Shiroiken quoted Capn Charlie in post Does Dispel Magic work on Banishment?
    This is an interesting point, could there be a counterspell usage or variant that just knocks out concentration of an ongoing spell? It would make sense that some mage had came up with this.I would think an additional usage of Dispel Magic would be more appropriate than Counterspell. As someone else pointed out, damage is a fairly good "dispel" against concentration, but not very reliable against mid to high level Sorcerers (I have a 17th level Sorceress in my game that has +10 or +11 on her Con save, so she almost never fails). Next campaign I may add this to Dispel Magic: "Alternately, you can target a spellcaster to end a Concentration spell they have cast."

Thursday, 13th April, 2017

  • 10:57 PM - TheCosmicKid quoted Capn Charlie in post Revamped Ability Score Bonuses
    Interesting. I like it. It would require some rejiggering of numbers to maintain bounded accuracy, but it certainly makes every point matter. If you left numbers as is and did character generation off of 20 or 22 point buy it could generate some very neat characters. Yeah, the problem with messing with this math is that the whole system really needs to be rebuilt around it.
  • 06:17 PM - Prakriti quoted Capn Charlie in post Does Dispel Magic work on Banishment?
    1) Is this legal? Absolutely. Dispel Magic targets creatures, objects, and magical effects. Like Haste and Invisibility, Banishment is an ongoing magical effect. 2) If the answer is Yes, where is the magical effect located that needs to be targeted? Is it the space where the banishment occurs or is it the person of the concentrating spell caster? That's up to the DM, but likely answers are (1) the point where the creature disappeared, (2) the creature's current location, or (3) the caster's current location. Personally, I'd opt for #1, if not all three. This is an interesting point, could there be a counterspell usage or variant that just knocks out concentration of an ongoing spell? The spell you're looking for is called Magic Missile. :)
  • 06:15 PM - Blue quoted Capn Charlie in post Does Dispel Magic work on Banishment?
    This is an interesting point, could there be a counterspell usage or variant that just knocks out concentration of an ongoing spell? It would make sense that some mage had came up with this. They have, it's called "anything with damage". Thogh if you wanted a specific spell that broke concentration that seems fun to make. Ooh, or a pain inducing poison that adds to the DC of concentration checks for a few rounds after it has been administered.
  • 05:47 PM - schnee quoted Capn Charlie in post Anyone else think the Bard concept is just silly?
    I love doof warrior, don't get me wrong, possibly the coolest thing I have ever seen that was bard related. But did you notice how he didn't really DO much? Just sort of stood there doing his thing like a living hood ornament until the antagonist (from his perspective) got close, then he stopped existing. He was casting buff spells, inspiring courage, and (if it were an older D&D version) boosting Morale. You just couldn't see it past all the awesome.
  • 12:51 AM - Brandegoris quoted Capn Charlie in post Anyone else think the Bard concept is just silly?
    While obvious troll is painfully obvious, I must say that I have a general dislike for the thematics of bard as it is typically done. I love the idea of an adventuring loremaster and lothario, even with some music, but as it is usually done... it just fails in my mind's eye. Their plan is to go down into dungeons, and sing at the monsters. Sing. I dunno man, I dunno. I am not trolling man. LOL I really want to know what people think about this. I mean we barely have anyone play a bard in our group because the concept is just so silly. I wanna know who else feels that way or if my group is the weird one


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Capn Charlie's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated
Darkest Age: A gritty Low magic Conversion for 5e
So you've decided to run a gritty, low magic game. Your healing rate is glacial, your coin has been set to a silver standard, and you even differentiated bronze and steel weapons, but there is just one niggling point...

You want a low magic game,...
1992 +1 2 Tuesday, 31st January, 2017, 02:16 AM Saturday, 11th March, 2017, 07:21 AM
Take Adventure into the trenches of the second Weird War
In 1942, war rages across Europe, Asia and Africa. To the Allies, it seems like no end is in sight, and victory is far from certain. From where we sit, we know how it will all turn out... or do we?

The Thule Society of occultists work in secr...
1976 0 10 Tuesday, 27th December, 2016, 01:41 AM Tuesday, 27th December, 2016, 01:41 AM
Fifth Age: A Hard(er) Science Fiction conversion for 5e DnD
It is the dawn of the 24th century, and an interesting point in time for the human race. Fifth Age chronicles the dawn (perhaps more like early mid-morning) of humanity exploring the stars and getting into all manner of trouble, fraught with peril, ...
64721 +11 12 Saturday, 24th September, 2016, 12:28 PM Tuesday, 17th July, 2018, 01:14 PM

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