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<blockquote data-quote="M.T. Black" data-source="post: 6399954" data-attributes="member: 6782171"><p>I've really been enjoying D&D 5, and I got to thinking about a Star Frontiers game using the D&D 5 ruleset. I'd love to see Wizards revive the Star Frontiers brand.</p><p></p><p>Here's my homebrew mashup. Take the D&D Basic Rules, and apply the following changes -</p><p></p><p></p><p><strong>Races</strong></p><p></p><p>Human</p><p>Ability Modifiers: ALL+1</p><p></p><p>Dralasite</p><p>Ability Modifiers: STR+2, CON+2, WIS+1, INT+1</p><p>Proficiencies: Insight</p><p></p><p>Vrusk</p><p>Ability Modifiers: DEX+1, WIS+2, INT+2</p><p>Proficiencies: Insight, Investigation, History</p><p></p><p>Yazirian</p><p>Ability Modifiers: INT+1, DEX+2, WIS+1</p><p>Special Abilities: Battle Rage (if you roll a critical hit in a battle, you go into "battle rage" and have advantage on all combat rolls for the remainder of the combat)</p><p></p><p></p><p><strong>Classes</strong></p><p></p><p>Combatant</p><p></p><p>Alt names: Soldier, Pilot, Fighter, Mercenary, Bodyguard, Tough, Explorer, Scout</p><p>Proficiencies: Athletics + Pick Two (Athletics, Pilot, Perception, Survival, Medicine, Intimidation, Perception, Nature)</p><p>Weapons: Basic + Military</p><p>Armour: Basic + Military</p><p>HD: d10</p><p></p><p>Engineer</p><p></p><p>Alt names: Technician, Programmer, Inventor, Repairman</p><p>Proficiences: Hardware/Software + Investigation + Pick Two (Hardware, Software, Perception, Medicine, Basic Weapons, History, Persuasion)</p><p>Weapons: None</p><p>Armour: Basic</p><p>HD: d6</p><p></p><p>Soundrel</p><p></p><p>Alt names: Gambler, Rogue, Swindler, Wanderer</p><p>Proficiences: Deception + Persuasion + Pick Two (Software, Investigation, Sleight of Hand, Stealth, Pilot, Athletics, Intimidation, Performance, Insight)</p><p>Weapons: Basic</p><p>Armour: Basic</p><p>HD: d8</p><p></p><p>Merchant</p><p></p><p>Alt names: Trader, Businessman, Dealer, Smuggler, Entrepreneur</p><p>Proficiences: Persuasion + Insight + Pick Two (Software, Investigation, Stealth, Pilot, Intimidation, Performance, History, Deception)</p><p>Weapons: Basic</p><p>Armour: Basic</p><p>HD: d8</p><p></p><p>Investigator</p><p></p><p>Alt names: Detective, Researcher, Scholar, Journalist, Lawyer</p><p>Proficiences: Perception + Investigation + Insight + Pick Two (Basic Weapons, Medicine, Nature, Performance, History, Software, Persuasion)</p><p>Weapons: None</p><p>Armour: Basic</p><p>HD: d6</p><p></p><p></p><p><strong>Skills</strong></p><p></p><p>STRENGTH</p><p>Athletics</p><p></p><p>WISDOM</p><p>Insight</p><p>Medicine</p><p>Perception</p><p>Survival</p><p></p><p>DEXTERITY</p><p>Sleight of Hand</p><p>Stealth</p><p>Pilot</p><p></p><p>INTELLIGENCE</p><p>History</p><p>Investigation</p><p>Nature</p><p>Software</p><p>Hardware</p><p></p><p>CHARISMA</p><p>Deception</p><p>Intimidation</p><p>Performance</p><p>Persuasion</p><p></p><p></p><p><strong>Backgrounds</strong></p><p></p><p>Charlatan</p><p>Law Enforcement</p><p>Criminal</p><p>Entertainer</p><p>Local Hero</p><p>Business</p><p>Hermit</p><p>Political</p><p>Outlander</p><p>Playboy</p><p>Sage</p><p>Military</p><p>Orphan</p><p></p><p></p><p><strong>Weapons</strong></p><p></p><p>Basic Weapons - Damage - Range - Cost</p><p>Laser Pistol - 1d8 - 40/80 - 200</p><p>Laser Rifle - 1d8 - 60/250 - 500</p><p>Sonic Stunner - 1d6* - 10/20 - 500</p><p>Knife - 1d4 - n/a - 50</p><p>Club - 1d6 - n/a - 10</p><p></p><p>Military Weapons</p><p>Sonic Disruptor - 2d6 - 20/40 - 600</p><p>Needler Pistol - 1d12 - 20/40 - 200</p><p>Needler Rifle - 1d12 - 40/80 - 500</p><p>Gyrojet Pistol - 3d4 - 40/80 - 400</p><p>Gyrojet Rifle - 3d4 - 60/250 - 800</p><p>Stunstick - 1d6* - n/a - 200</p><p>Grenade Rifle - 2d6 - 40/80 - 800</p><p></p><p>* Stun damage operates like normal damage, except if a creature reaches 0 hit points from a stun attack, they are automatically made unconscious and stable</p><p></p><p><strong>Armour</strong></p><p></p><p>Basic Armour - AC - Cost</p><p>Civilian Skeinsuit - 12+Dex - 400</p><p>Screen (standard) - +1 - 1000</p><p></p><p>Military Armour</p><p>Military Skeinsuit - 14+Dex - 400</p><p>Screen (military) - +2 - 1500</p><p>Screen (blackops) - +3 - 3500</p><p></p><p></p><p><strong>Other Equipment</strong></p><p></p><p>Allweather Blanket 20</p><p>Chronocom 100</p><p>Everflame 5</p><p>Rope 10</p><p>Survival Rations 5</p><p>Machete 15</p><p></p><p><strong>Vehicles</strong></p><p></p><p>It's recommended you take a "theatre of the mind" approach to vehicles, rather than doing it all on grid paper.</p><p></p><p>Movement speeds are given below. As a general rule, turning 45 degress in any direction costs a vehicle 1/4 of it's movement for that round.</p><p></p><p>It is assumed that all civilized species can operate a vehicle. However, a new proficiency called Vehicle (Dexterity) is available to all classes, and is used when a character attempts something especially difficult.</p><p></p><p>Armour Class and Hit Points operate as per characters. If a vehicle is reduced to 0 HP, it no longer operates. Things like crashes, flips and explosions can be added at the DM's discretion.</p><p></p><p>If a vehicle has weapons, add the characters Dexterity bonus when firing. If the character has "Military Weapons", you can also add the Proficiency Bonus.</p><p></p><p>Here are some sample vehicles (descriptions can be found in the Alpha Dawn book). Vehicle speeds are given in km/h, with metres/round given in parenthesis. Flying vehicles are given a maximum altitude in metres. Hit Dice are given, as well as average Hit Points in parenthesis. Weapon damage is given in parenthesis where applicable.</p><p></p><p>Type / Top Speed / Max Altitude / AC / HD / Weapons</p><p></p><p>Hover Car / 150 (250) / 1 / 10 / 3 (15) / None</p><p>Hover Transport / 90 (150) / 1 / 12 / 10 (50) / None</p><p>Explorer / 90 (150) / 0 / 15 / 10 (50) / None</p><p>Air Car / 300 (500) / 5000 / 10 / 3 (15) / None</p><p>Air Car (Police) / 300 (500) / 5000 / 13 / 5 (25) / Laser (2d6) </p><p></p><p></p><p><strong>Starships</strong></p><p></p><p>Realistically trying to model this presents huge challenges, so instead I've elected to present very simple space opera style rules, to be used in the "theatre of the mind", rather than on graph paper.</p><p></p><p>Speed is a relative figure only, and doesn't map to specific units.</p><p></p><p>Spaceships are very tough, even the smaller ones - much more rugged than terrestial craft. AC includes both hull strength and screens. In addition, screens regenerate and all craft have some self-repair capability. A spaceship will regenerate the equivalent of HD/10 hit points per round. So a Shuttle will regenerate 1 hp per round.</p><p></p><p>When attempting a manouvre, use your Pilot skill. When firing a weapon, use Military Weapons.</p><p></p><p>For the lighter ships such as Shuttle,Light Freighter, Police Cruiser and Fighter, your pilot skill should be added to the ships AC. </p><p></p><p>Following are the heading columns -</p><p></p><p>Type / Speed / AC / HD / Weapons</p><p></p><p>Civilian</p><p></p><p>Shuttle / 3 / 13 / 10 (45) / None</p><p>Light Freighter / 4 / 15 / 20 (90) / None</p><p>Heavy Freighter / 2 / 17 / 40 (180) / None</p><p>Passenger Liner / 3 / 13 / 30 (135) / None</p><p>Police Cruiser / 5 / 20 / 25 (112) / Laser Cannon </p><p></p><p>Military</p><p></p><p>Fighter / 6 / 20 / 20 (90) / Dual Laser Cannons </p><p>Assault Scout / 4 / 20 / 40 (180) / 2 x Dual Laser Cannons </p><p>Frigate / 4 / 20 / 80 (360) / 2 x Laser Battery</p><p>Destroyer / 4 / 20 / 100 (450) / Laser Battery, 10 x Seeker Missiles</p><p>Light Cruiser / 3 / 20 / 200 (900) / 4 x Laser Battery, 4 x Proton Battery, 5 x Seeker Missiles</p><p>Heavy Cruiser / 2 / 22 / 300 (1350) / 6 x Laser Battery, 6 x Proton Battery, 15 x Seeker Missiles</p><p>Carrier / 2 / 22 / 300 (1350) / 4 x Laser Battery, 40 x Fighters</p><p>Battleship / 1 / 24 / 400 (1800) / 10 x Laser Battery, 10 x Proton Battery, 10 x Seeker Missiles</p><p></p><p>Seeker Missile / 10 / 25 / 5 (24) / +10 to hit, 12d12 (78)</p><p></p><p></p><p>Armament</p><p></p><p>Laser Cannon - 2d12 (13)</p><p>Dual Laser Cannon - 4d12 (27)</p><p>Laser Battery - 8d12 (54)</p><p>Proton Battery - 12d12 (78) </p><p></p><p></p><p><strong>Astrogation</strong></p><p></p><p>First up, a new skill is required, Intelligence (Astrogation).</p><p></p><p>As per the Knight Hawks rules, it takes 10 hours of calculations per light year to be jumped.</p><p></p><p>The base Astrogation difficulty for a charted route is 5. If the route is uncharted, the base difficulty is 15.</p><p></p><p>If you "smoke the jump", add 1 difficulty for every five hours of calcuation reduced. For example, you are jumping from Dixon's Star to Prenglar, a charted route of 5 light years distance. If you spend 50 hours of calculation time, the difficulty will be 5. But say you "smoke the jump" and can only spend 25 hours of calculation - the difficulty is increased by (25/5 = 5), therefore it is now 10. If they jump with no preparation at all the difficulty is increased by (50/5=10), there it would be 15.</p><p></p><p>Obviously, highly skilled Astrogators can "smoke the jump" to an extent without risk.</p><p></p><p>If a ship misjumps, the DM determines what system they land in, as per the Knight Hawks rules. If it is a charted system, the astrogator will establish where they are within 1d10 hours. If the system is uncharted, the astrogator may make an Astrogation check every 1d10 hours, difficulty 15. If he succeeds, he has determined where the system is.</p></blockquote><p></p>
[QUOTE="M.T. Black, post: 6399954, member: 6782171"] I've really been enjoying D&D 5, and I got to thinking about a Star Frontiers game using the D&D 5 ruleset. I'd love to see Wizards revive the Star Frontiers brand. Here's my homebrew mashup. Take the D&D Basic Rules, and apply the following changes - [B]Races[/B] Human Ability Modifiers: ALL+1 Dralasite Ability Modifiers: STR+2, CON+2, WIS+1, INT+1 Proficiencies: Insight Vrusk Ability Modifiers: DEX+1, WIS+2, INT+2 Proficiencies: Insight, Investigation, History Yazirian Ability Modifiers: INT+1, DEX+2, WIS+1 Special Abilities: Battle Rage (if you roll a critical hit in a battle, you go into "battle rage" and have advantage on all combat rolls for the remainder of the combat) [B]Classes[/B] Combatant Alt names: Soldier, Pilot, Fighter, Mercenary, Bodyguard, Tough, Explorer, Scout Proficiencies: Athletics + Pick Two (Athletics, Pilot, Perception, Survival, Medicine, Intimidation, Perception, Nature) Weapons: Basic + Military Armour: Basic + Military HD: d10 Engineer Alt names: Technician, Programmer, Inventor, Repairman Proficiences: Hardware/Software + Investigation + Pick Two (Hardware, Software, Perception, Medicine, Basic Weapons, History, Persuasion) Weapons: None Armour: Basic HD: d6 Soundrel Alt names: Gambler, Rogue, Swindler, Wanderer Proficiences: Deception + Persuasion + Pick Two (Software, Investigation, Sleight of Hand, Stealth, Pilot, Athletics, Intimidation, Performance, Insight) Weapons: Basic Armour: Basic HD: d8 Merchant Alt names: Trader, Businessman, Dealer, Smuggler, Entrepreneur Proficiences: Persuasion + Insight + Pick Two (Software, Investigation, Stealth, Pilot, Intimidation, Performance, History, Deception) Weapons: Basic Armour: Basic HD: d8 Investigator Alt names: Detective, Researcher, Scholar, Journalist, Lawyer Proficiences: Perception + Investigation + Insight + Pick Two (Basic Weapons, Medicine, Nature, Performance, History, Software, Persuasion) Weapons: None Armour: Basic HD: d6 [B]Skills[/B] STRENGTH Athletics WISDOM Insight Medicine Perception Survival DEXTERITY Sleight of Hand Stealth Pilot INTELLIGENCE History Investigation Nature Software Hardware CHARISMA Deception Intimidation Performance Persuasion [B]Backgrounds[/B] Charlatan Law Enforcement Criminal Entertainer Local Hero Business Hermit Political Outlander Playboy Sage Military Orphan [B]Weapons[/B] Basic Weapons - Damage - Range - Cost Laser Pistol - 1d8 - 40/80 - 200 Laser Rifle - 1d8 - 60/250 - 500 Sonic Stunner - 1d6* - 10/20 - 500 Knife - 1d4 - n/a - 50 Club - 1d6 - n/a - 10 Military Weapons Sonic Disruptor - 2d6 - 20/40 - 600 Needler Pistol - 1d12 - 20/40 - 200 Needler Rifle - 1d12 - 40/80 - 500 Gyrojet Pistol - 3d4 - 40/80 - 400 Gyrojet Rifle - 3d4 - 60/250 - 800 Stunstick - 1d6* - n/a - 200 Grenade Rifle - 2d6 - 40/80 - 800 * Stun damage operates like normal damage, except if a creature reaches 0 hit points from a stun attack, they are automatically made unconscious and stable [B]Armour[/B] Basic Armour - AC - Cost Civilian Skeinsuit - 12+Dex - 400 Screen (standard) - +1 - 1000 Military Armour Military Skeinsuit - 14+Dex - 400 Screen (military) - +2 - 1500 Screen (blackops) - +3 - 3500 [B]Other Equipment[/B] Allweather Blanket 20 Chronocom 100 Everflame 5 Rope 10 Survival Rations 5 Machete 15 [B]Vehicles[/B] It's recommended you take a "theatre of the mind" approach to vehicles, rather than doing it all on grid paper. Movement speeds are given below. As a general rule, turning 45 degress in any direction costs a vehicle 1/4 of it's movement for that round. It is assumed that all civilized species can operate a vehicle. However, a new proficiency called Vehicle (Dexterity) is available to all classes, and is used when a character attempts something especially difficult. Armour Class and Hit Points operate as per characters. If a vehicle is reduced to 0 HP, it no longer operates. Things like crashes, flips and explosions can be added at the DM's discretion. If a vehicle has weapons, add the characters Dexterity bonus when firing. If the character has "Military Weapons", you can also add the Proficiency Bonus. Here are some sample vehicles (descriptions can be found in the Alpha Dawn book). Vehicle speeds are given in km/h, with metres/round given in parenthesis. Flying vehicles are given a maximum altitude in metres. Hit Dice are given, as well as average Hit Points in parenthesis. Weapon damage is given in parenthesis where applicable. Type / Top Speed / Max Altitude / AC / HD / Weapons Hover Car / 150 (250) / 1 / 10 / 3 (15) / None Hover Transport / 90 (150) / 1 / 12 / 10 (50) / None Explorer / 90 (150) / 0 / 15 / 10 (50) / None Air Car / 300 (500) / 5000 / 10 / 3 (15) / None Air Car (Police) / 300 (500) / 5000 / 13 / 5 (25) / Laser (2d6) [B]Starships[/B] Realistically trying to model this presents huge challenges, so instead I've elected to present very simple space opera style rules, to be used in the "theatre of the mind", rather than on graph paper. Speed is a relative figure only, and doesn't map to specific units. Spaceships are very tough, even the smaller ones - much more rugged than terrestial craft. AC includes both hull strength and screens. In addition, screens regenerate and all craft have some self-repair capability. A spaceship will regenerate the equivalent of HD/10 hit points per round. So a Shuttle will regenerate 1 hp per round. When attempting a manouvre, use your Pilot skill. When firing a weapon, use Military Weapons. For the lighter ships such as Shuttle,Light Freighter, Police Cruiser and Fighter, your pilot skill should be added to the ships AC. Following are the heading columns - Type / Speed / AC / HD / Weapons Civilian Shuttle / 3 / 13 / 10 (45) / None Light Freighter / 4 / 15 / 20 (90) / None Heavy Freighter / 2 / 17 / 40 (180) / None Passenger Liner / 3 / 13 / 30 (135) / None Police Cruiser / 5 / 20 / 25 (112) / Laser Cannon Military Fighter / 6 / 20 / 20 (90) / Dual Laser Cannons Assault Scout / 4 / 20 / 40 (180) / 2 x Dual Laser Cannons Frigate / 4 / 20 / 80 (360) / 2 x Laser Battery Destroyer / 4 / 20 / 100 (450) / Laser Battery, 10 x Seeker Missiles Light Cruiser / 3 / 20 / 200 (900) / 4 x Laser Battery, 4 x Proton Battery, 5 x Seeker Missiles Heavy Cruiser / 2 / 22 / 300 (1350) / 6 x Laser Battery, 6 x Proton Battery, 15 x Seeker Missiles Carrier / 2 / 22 / 300 (1350) / 4 x Laser Battery, 40 x Fighters Battleship / 1 / 24 / 400 (1800) / 10 x Laser Battery, 10 x Proton Battery, 10 x Seeker Missiles Seeker Missile / 10 / 25 / 5 (24) / +10 to hit, 12d12 (78) Armament Laser Cannon - 2d12 (13) Dual Laser Cannon - 4d12 (27) Laser Battery - 8d12 (54) Proton Battery - 12d12 (78) [B]Astrogation[/B] First up, a new skill is required, Intelligence (Astrogation). As per the Knight Hawks rules, it takes 10 hours of calculations per light year to be jumped. The base Astrogation difficulty for a charted route is 5. If the route is uncharted, the base difficulty is 15. If you "smoke the jump", add 1 difficulty for every five hours of calcuation reduced. For example, you are jumping from Dixon's Star to Prenglar, a charted route of 5 light years distance. If you spend 50 hours of calculation time, the difficulty will be 5. But say you "smoke the jump" and can only spend 25 hours of calculation - the difficulty is increased by (25/5 = 5), therefore it is now 10. If they jump with no preparation at all the difficulty is increased by (50/5=10), there it would be 15. Obviously, highly skilled Astrogators can "smoke the jump" to an extent without risk. If a ship misjumps, the DM determines what system they land in, as per the Knight Hawks rules. If it is a charted system, the astrogator will establish where they are within 1d10 hours. If the system is uncharted, the astrogator may make an Astrogation check every 1d10 hours, difficulty 15. If he succeeds, he has determined where the system is. [/QUOTE]
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