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Fifth Age: A hard science fiction 5e conversion
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<blockquote data-quote="SHAFFSTER" data-source="post: 6860806" data-attributes="member: 6699849"><p>love it! This looks like it'll be a good fit for a home brew sci-fi setting I've been thinking of. I like what you did with the human and robot sub races and holy moly that's a lot of backgrounds. Everything fits well and it's all wonderfully thematic. I'm interested in what you'll do for space ship rules. I saw the space ship sheet posted a few pages back and it looks cool and I'm looking forward to more.</p><p></p><p></p><p>I just have a couple of points of critique I can think of at the moment:</p><p></p><p>1). I'm not a fan of the mechanics behind the Ace. If I'm reading it right they can get 3x the inspiration dice than the captain can (captain->CHA=5, ace->level+CHA=15)? And the Aces capstone is Action surge 15+ times per day? I think a better way to build an ace would be to use something like the battlemaster maneuvers. Here's my take.</p><p></p><p>Ace:</p><p>lead by example: at level 4 you can use your inspiration ability on yourself. In addition choose 3 maneuvers, when you expend an inspiration die you gave yourself you may choose to use one of these maneuvers instead. (Most of the battlemaster maneuvers would work just fine but you could add some dogfight specific ones)</p><p></p><p>evasive maneuvers: as a reaction you may add your proficiency bonus to the AC of the ship you are piloting for the next attack against you. (Just the defensive duelist feat applied to space ships)</p><p></p><p>Top Gun: [same as the fighters action surge ability]. (Same idea but a bit more reasonable I think. Probably 2 uses per short rest because it's a capstone)</p><p></p><p></p><p>2). I really like the operative but there are 2 things I would change. First I would change the scoundrels "grant yourself advantage on an attack" ability to require a bonus action rather than a reaction (reactions on your own turn seems wonky to me). And second I would change the bounty hunters "target is always eligible for sneak attack damage" to "you always deal 1d6 extra damage to your target"(basically the hunters mark spell)</p><p></p><p></p><p></p><p>I can hardly wait for my current campaign to wrap up so I can try this.</p></blockquote><p></p>
[QUOTE="SHAFFSTER, post: 6860806, member: 6699849"] love it! This looks like it'll be a good fit for a home brew sci-fi setting I've been thinking of. I like what you did with the human and robot sub races and holy moly that's a lot of backgrounds. Everything fits well and it's all wonderfully thematic. I'm interested in what you'll do for space ship rules. I saw the space ship sheet posted a few pages back and it looks cool and I'm looking forward to more. I just have a couple of points of critique I can think of at the moment: 1). I'm not a fan of the mechanics behind the Ace. If I'm reading it right they can get 3x the inspiration dice than the captain can (captain->CHA=5, ace->level+CHA=15)? And the Aces capstone is Action surge 15+ times per day? I think a better way to build an ace would be to use something like the battlemaster maneuvers. Here's my take. Ace: lead by example: at level 4 you can use your inspiration ability on yourself. In addition choose 3 maneuvers, when you expend an inspiration die you gave yourself you may choose to use one of these maneuvers instead. (Most of the battlemaster maneuvers would work just fine but you could add some dogfight specific ones) evasive maneuvers: as a reaction you may add your proficiency bonus to the AC of the ship you are piloting for the next attack against you. (Just the defensive duelist feat applied to space ships) Top Gun: [same as the fighters action surge ability]. (Same idea but a bit more reasonable I think. Probably 2 uses per short rest because it's a capstone) 2). I really like the operative but there are 2 things I would change. First I would change the scoundrels "grant yourself advantage on an attack" ability to require a bonus action rather than a reaction (reactions on your own turn seems wonky to me). And second I would change the bounty hunters "target is always eligible for sneak attack damage" to "you always deal 1d6 extra damage to your target"(basically the hunters mark spell) I can hardly wait for my current campaign to wrap up so I can try this. [/QUOTE]
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