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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tsadkiel

Legend
I will be genuinely surprised if Daleks, Cybermen and Angels are available as PCs. The text says
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!
but I think "ready to be played" here means "ready to be encountered in play." The current edition of the Vortex system version of the rules allows for humans, Time Lords, Sontarans and Silurians, and that's what I expect to see in Doctors & Daleks as well.
 

overgeeked

B/X Known World
I will be genuinely surprised if Daleks, Cybermen and Angels are available as PCs. The text says
but I think "ready to be played" here means "ready to be encountered in play." The current edition of the Vortex system version of the rules allows for humans, Time Lords, Sontarans and Silurians, and that's what I expect to see in Doctors & Daleks as well.
Reading the 2E version of the Doctor Who RPG, with free-form distinctions the players can make just about anything the referee will allow.
 

Von Ether

Legend
I will be genuinely surprised if Daleks, Cybermen and Angels are available as PCs. The text says
but I think "ready to be played" here means "ready to be encountered in play." The current edition of the Vortex system version of the rules allows for humans, Time Lords, Sontarans and Silurians, and that's what I expect to see in Doctors & Daleks as well.


Is it bad that I'd rather play a full-on Extraordinary League of Companions game than have a Time Lord in the group?
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It's a matter of party balance. Having the Doctor, or a pseudo-Doctor, in the party tends to overwhelm the party dynamic (not so much with One or Two).

I think it's a good idea to have all the PCs as companions, and have the Doctor as a largely absent NPC. Which is what all the spin-offs did.

I was thinking about adapting The Ribos Operation to D&D, with the players in the role of the con-men, and the Time Lords as antagonists.
 

MarkB

Legend
Is it bad that I'd rather play a full-on Extraordinary League of Companions game than have a Time Lord in the group?
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The one major Doctor Who themed game I've run (using the FATE system) was a concept I called Second UNIT. The idea was that the players were all UNIT reservists - people who were occasionally brought in as scientific consultants, but whose field of expertise was too narrow for them to be full-time members.
 

Von Ether

Legend
It's a matter of party balance. Having the Doctor, or a pseudo-Doctor, in the party tends to overwhelm the party dynamic (not so much with One or Two).

I think it's a good idea to have all the PCs as companions, and have the Doctor as a largely absent NPC. Which is what all the spin-offs did.

I was thinking about adapting The Ribos Operation to D&D, with the players in the role of the con-men, and the Time Lords as antagonists.
I don't know how the current DW game does it, but we been here before with Ars Magica, which codified Troupe play. One PCis indeed the spotlight role while others run various means of support (including kicking butt as the bookish wizard's bodyguard.) The balance* in that game is that everyone rotates next week with another set of characters. A whole wizardly conclave is usually the whole stable of PCs for every player.

*Balance. I think we should start defining if that word is aimed at PC game mechanic balance or a balance of the spotlight time for players. The two are not necessary the same. Or necessarily wanted at some tables as we've established there is a type of gamer who happy just to hang and watch and roll dice when required and actively avoid either spotlight.
 


Jer

Legend
Supporter
I don't know how the current DW game does it, but we been here before with Ars Magica, which codified Troupe play. One PCis indeed the spotlight role while others run various means of support (including kicking butt as the bookish wizard's bodyguard.) The balance* in that game is that everyone rotates next week with another set of characters. A whole wizardly conclave is usually the whole stable of PCs for every player.
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).
 

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