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Fifth Age: A hard science fiction 5e conversion
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<blockquote data-quote="PyroPhoenix" data-source="post: 7057707" data-attributes="member: 6874819"><p>Well yeah I guess the anti-armour weaponry would have very different aspects to it depending on the world you are in, but you are welcome to take ideas out from that guide that I sent. One thing that I will note, there are mentions of damage factors against vehicles, basically what that means is that a vehicle grade weapon does 5x more damage to infantry while spaceship based weapons do 25x more damage to infantry; the same is on the reverse where an infantry weapon does 1/5x damage to an atmospheric grade vehicle (rounded down) while they do 1/25x damage to a spaceship (rounded down), however certain infantry weapons that I've made are able to alter this as they are designed to damage vehicles and spaceships: autocannon to vehicle is /3, to spaceship is /15 ; anti-armour rifle to vehicle is /2, to spaceship its /10 ; las cannon to vehicle is /1, to spaceships its /5. You can use a sort of similar infantry factor system for yours aswell, because as it is now the average adventure could easily survive being hit by a spaceship from something like a heavy beam laser for example, as no damage factoring system is introduced.</p><p></p><p>Also one other thing, in spaceships, are we to assume artificial gravity technology has been invented and implemented in all ship designs, this way entities won't be acting as if they are in zero-g. If not, do things like grav-boots or mag-boots exist to do this in a pseudo sense. Because this have a real effect to gameplay.</p><p></p><p>Edit: Another thing actually, since you are using computers to do everything on a spaceship, does that mean that you replace all checks to be using the intelligence characteristic (E.g usually when using a gun its a DEX check, but because your using a computer to use a ship board gun, would it now be an INT check)?</p></blockquote><p></p>
[QUOTE="PyroPhoenix, post: 7057707, member: 6874819"] Well yeah I guess the anti-armour weaponry would have very different aspects to it depending on the world you are in, but you are welcome to take ideas out from that guide that I sent. One thing that I will note, there are mentions of damage factors against vehicles, basically what that means is that a vehicle grade weapon does 5x more damage to infantry while spaceship based weapons do 25x more damage to infantry; the same is on the reverse where an infantry weapon does 1/5x damage to an atmospheric grade vehicle (rounded down) while they do 1/25x damage to a spaceship (rounded down), however certain infantry weapons that I've made are able to alter this as they are designed to damage vehicles and spaceships: autocannon to vehicle is /3, to spaceship is /15 ; anti-armour rifle to vehicle is /2, to spaceship its /10 ; las cannon to vehicle is /1, to spaceships its /5. You can use a sort of similar infantry factor system for yours aswell, because as it is now the average adventure could easily survive being hit by a spaceship from something like a heavy beam laser for example, as no damage factoring system is introduced. Also one other thing, in spaceships, are we to assume artificial gravity technology has been invented and implemented in all ship designs, this way entities won't be acting as if they are in zero-g. If not, do things like grav-boots or mag-boots exist to do this in a pseudo sense. Because this have a real effect to gameplay. Edit: Another thing actually, since you are using computers to do everything on a spaceship, does that mean that you replace all checks to be using the intelligence characteristic (E.g usually when using a gun its a DEX check, but because your using a computer to use a ship board gun, would it now be an INT check)? [/QUOTE]
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