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Fifth Age: A hard science fiction 5e conversion
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<blockquote data-quote="PyroPhoenix" data-source="post: 7059275" data-attributes="member: 6874819"><p>Answering some of those things to how I have seen it and attempted and altering it to improve it:</p><p>1) Gritty realism rules - probably introduce variants to the lingering injury chart, so if you do high damage to a character it could have some serious affects to the players body</p><p>- Its next to impossible to "dodge" a bullet in real life, so unless a player feasibly has somewhere to duck behind cover within (lets just say for realism sake) 5ft of them, then they shouldn't be able to add their DEX bonus to there AC, making a gun fight that much more dangerous.</p><p>2) Because of the high damage players are going to exposed to, you want to make it so that they would use cover, however you don't want cover to be too OP and let people just stick behind cover and just burst fire whatever they can from the safety of cover without every needing to get out or use grenades to cheese the system. Due to this i would suggest giving cover a HP/SP (structure points, the HP of objects) value, allowing users to literally destroy cover over time. This includes shields; one of my players wanted to have a shield and I gave him one with a HP score, however he can manoeuvre the shield into an form of cover, from quarter to full, and if that shield gets hit (more cover=more likelihood of getting hit) the shield takes the damage and degrades over time.</p><p>3)with mobile infantry, a good way to balance it is making it that the faster they move the more higher the AC they get, but the more harder it is to attack out of them, you can consult this vehicle movement and combat (sadly I don't use grids and models, so all my distances are in feet not squares), that I complied from various things and take ideas from how it works [ATTACH]82589[/ATTACH] .</p><p>4)Humans and there racial abilities - yes having more than there usual +2 to a single ability score, or +1 to two separate ability scores, is good enough, you can keep the further ability score improvements from there subraces, but maybe you could possible make some cons for each of the subraces that give you extra ability score improvements (e.g. cyborgs and how they are negatively effected by something like EMP, or possibly electric/lightning based damage).</p><p>5)Synthetics and HP - I mean that would probably be a decent way to do it to show how much more durable they are, possibly this getting affected by what model you are, e.g security models probably having the greatest HP increase.</p><p>6)From a marine that we have in our game, albeit they are at max level (10) now, they are very powerful in combat with how they've made there character. The character they have made is one that wholly relies on side arms, essentially making a cowboy gunslinger: dual wielding 2 gauss pistols, two weapon fighting combat style, ambidextrous feat, dual wielder feat (from 5e[I modified all the feats in the PHB to be more fifth age compatible], as technically not of the range weapons are light, not even a pistol, so he had to get that to dual wield pistols technically), he literally makes 5 attacks per turn, meaning a total 10d8+(5xDEX modifier) damage. Needless to say he would pretty much kill a lot of things in a matter of rounds. So marines being lacklustre is something that can only come about if you play certain styles I think.</p></blockquote><p></p>
[QUOTE="PyroPhoenix, post: 7059275, member: 6874819"] Answering some of those things to how I have seen it and attempted and altering it to improve it: 1) Gritty realism rules - probably introduce variants to the lingering injury chart, so if you do high damage to a character it could have some serious affects to the players body - Its next to impossible to "dodge" a bullet in real life, so unless a player feasibly has somewhere to duck behind cover within (lets just say for realism sake) 5ft of them, then they shouldn't be able to add their DEX bonus to there AC, making a gun fight that much more dangerous. 2) Because of the high damage players are going to exposed to, you want to make it so that they would use cover, however you don't want cover to be too OP and let people just stick behind cover and just burst fire whatever they can from the safety of cover without every needing to get out or use grenades to cheese the system. Due to this i would suggest giving cover a HP/SP (structure points, the HP of objects) value, allowing users to literally destroy cover over time. This includes shields; one of my players wanted to have a shield and I gave him one with a HP score, however he can manoeuvre the shield into an form of cover, from quarter to full, and if that shield gets hit (more cover=more likelihood of getting hit) the shield takes the damage and degrades over time. 3)with mobile infantry, a good way to balance it is making it that the faster they move the more higher the AC they get, but the more harder it is to attack out of them, you can consult this vehicle movement and combat (sadly I don't use grids and models, so all my distances are in feet not squares), that I complied from various things and take ideas from how it works [ATTACH]82589._xfImport[/ATTACH] . 4)Humans and there racial abilities - yes having more than there usual +2 to a single ability score, or +1 to two separate ability scores, is good enough, you can keep the further ability score improvements from there subraces, but maybe you could possible make some cons for each of the subraces that give you extra ability score improvements (e.g. cyborgs and how they are negatively effected by something like EMP, or possibly electric/lightning based damage). 5)Synthetics and HP - I mean that would probably be a decent way to do it to show how much more durable they are, possibly this getting affected by what model you are, e.g security models probably having the greatest HP increase. 6)From a marine that we have in our game, albeit they are at max level (10) now, they are very powerful in combat with how they've made there character. The character they have made is one that wholly relies on side arms, essentially making a cowboy gunslinger: dual wielding 2 gauss pistols, two weapon fighting combat style, ambidextrous feat, dual wielder feat (from 5e[I modified all the feats in the PHB to be more fifth age compatible], as technically not of the range weapons are light, not even a pistol, so he had to get that to dual wield pistols technically), he literally makes 5 attacks per turn, meaning a total 10d8+(5xDEX modifier) damage. Needless to say he would pretty much kill a lot of things in a matter of rounds. So marines being lacklustre is something that can only come about if you play certain styles I think. [/QUOTE]
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