Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Fifth Age: A hard science fiction 5e conversion
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Capn Charlie" data-source="post: 7074309" data-attributes="member: 16046"><p>I am thrilled you find this usable, this is the ruleset I use at my table, and it is very interesting to see what other people do with it. </p><p></p><p>As to the character sheet: okay, I will hack something fillable together. I had not thought about people needing it that way. I might not be able to make it auto-calculate, this is not my forte, but I will try to get it at least fillable. There is a really pretty sheet up above, but I did not make it, so I am loathe to mess with it, but I feel comfortable making my shabby old ones fillable. </p><p></p><p>As to speeds: 30 feet is the default, technically the layout I used for the races mirrors that of the PHB, so the base speed is set in the initial stat block, and then would be modified as an ability in the subrace (which is what the stoph and daht are) but I can see how this is confusing, the alien races came a lot later in the design process and were more of an afterthought, examples of what weird alien races might look like, than any big part of the core rules. This is why synthetics and greylians have so many more words than they do. </p><p></p><p>I run the stoph at 30 feet, it seems fine. Remember, they are only vaguely sluglike to a human frame of reference, though the climb speed is super weird. Interestingly, due to their high wisdom scores (and weird senses) stoph make incredible doctors and navigators, which jives with their flavor. </p><p></p><p></p><p></p><p>Glad you are getting use out of it! It would take fairly minor re-skinning (no pun intended) to work for an AVP game, the human side of things works as-is, and I have seen statblocks for xenomorhps before, so that isn't a big deal. Probably the biggest issue would be playable predator, but honestly the savage hunter would work with minor tweaks (mostly weapon and armor proficiencies, which might be better handled by just adding those to the yautja race instead, and let them just be savages with nice ships that do as they are told). </p><p></p><p>Let me know if you run into any snags, and as always: I love feedback about what works and what doesn't, what seems balanced, etc. This is my favorite project, and I am really going deep on it. </p><p></p><p></p><p></p><p>Finesse weapons are a sore point for me, Dex is pretty heavily loaded in 5e in general, and even more so in space (what with guns, less armor, etc) and I was afraid to load it down too much. In my initial game I let combat knives be finesse, and it just let gun guy be a badass in hand to hand as well (albeit not as much as the daht with a power sledge). Honestly, I would rule it case to case depending on what you want at your table. </p><p></p><p>Synthetic particulars are left intentionally vague, I would only worry about charging times and such as a plot point or as a part of general DM dickery. If I had to get nailed down to something specific, I would say every 24 hours with a charge cycle, a synthetic gains a level of exhaustion, until finally they shut down. Something to keep in mind is the energy density of batteries in my default setting. For a laser handgun to exist, you need a pretty impressive amount of power, so a big 'ol robot? Their battery packs should be quite extensive. In a lot of places, there might even be passive wireless power, and some synthetics might have 'skins' with photovoltaics to help passively recharge their onboard power reserves. </p><p></p><p>As to saving throws: I am intentionally stripping saving throws from the system, as most of them are fairly pointless even in normal 5e, and it becomes even more slanted here. In my last pass, I thought I got rid of them all, but I must have missed a few. During playtest at the table the issue was brought up, and after discussion, I decided that letting the savage have universal saves made a lot of sense, and I will be keeping that, probably as a frontloaded benefit alongside natural explorer. </p><p></p><p>As for the civilian: Honestly, I am not proud of this class. I feel like it needs a major re-flavoring, and nine lives is silly. I mean, the class works, even the Luck based specialization, but... it doesn't feel on flavor for the rest of the rules. I was in a whimsical mood when I wrote it. As for ruling it as-is, I would let them stay alive, but take them out of play. Think taking them hostage, or letting them be downed with a debilitating wound. Sure, the soldier might have hit 0 hp, then soaked that grenade blast and died, but this guy survived and is in traction for the next session.</p></blockquote><p></p>
[QUOTE="Capn Charlie, post: 7074309, member: 16046"] I am thrilled you find this usable, this is the ruleset I use at my table, and it is very interesting to see what other people do with it. As to the character sheet: okay, I will hack something fillable together. I had not thought about people needing it that way. I might not be able to make it auto-calculate, this is not my forte, but I will try to get it at least fillable. There is a really pretty sheet up above, but I did not make it, so I am loathe to mess with it, but I feel comfortable making my shabby old ones fillable. As to speeds: 30 feet is the default, technically the layout I used for the races mirrors that of the PHB, so the base speed is set in the initial stat block, and then would be modified as an ability in the subrace (which is what the stoph and daht are) but I can see how this is confusing, the alien races came a lot later in the design process and were more of an afterthought, examples of what weird alien races might look like, than any big part of the core rules. This is why synthetics and greylians have so many more words than they do. I run the stoph at 30 feet, it seems fine. Remember, they are only vaguely sluglike to a human frame of reference, though the climb speed is super weird. Interestingly, due to their high wisdom scores (and weird senses) stoph make incredible doctors and navigators, which jives with their flavor. Glad you are getting use out of it! It would take fairly minor re-skinning (no pun intended) to work for an AVP game, the human side of things works as-is, and I have seen statblocks for xenomorhps before, so that isn't a big deal. Probably the biggest issue would be playable predator, but honestly the savage hunter would work with minor tweaks (mostly weapon and armor proficiencies, which might be better handled by just adding those to the yautja race instead, and let them just be savages with nice ships that do as they are told). Let me know if you run into any snags, and as always: I love feedback about what works and what doesn't, what seems balanced, etc. This is my favorite project, and I am really going deep on it. Finesse weapons are a sore point for me, Dex is pretty heavily loaded in 5e in general, and even more so in space (what with guns, less armor, etc) and I was afraid to load it down too much. In my initial game I let combat knives be finesse, and it just let gun guy be a badass in hand to hand as well (albeit not as much as the daht with a power sledge). Honestly, I would rule it case to case depending on what you want at your table. Synthetic particulars are left intentionally vague, I would only worry about charging times and such as a plot point or as a part of general DM dickery. If I had to get nailed down to something specific, I would say every 24 hours with a charge cycle, a synthetic gains a level of exhaustion, until finally they shut down. Something to keep in mind is the energy density of batteries in my default setting. For a laser handgun to exist, you need a pretty impressive amount of power, so a big 'ol robot? Their battery packs should be quite extensive. In a lot of places, there might even be passive wireless power, and some synthetics might have 'skins' with photovoltaics to help passively recharge their onboard power reserves. As to saving throws: I am intentionally stripping saving throws from the system, as most of them are fairly pointless even in normal 5e, and it becomes even more slanted here. In my last pass, I thought I got rid of them all, but I must have missed a few. During playtest at the table the issue was brought up, and after discussion, I decided that letting the savage have universal saves made a lot of sense, and I will be keeping that, probably as a frontloaded benefit alongside natural explorer. As for the civilian: Honestly, I am not proud of this class. I feel like it needs a major re-flavoring, and nine lives is silly. I mean, the class works, even the Luck based specialization, but... it doesn't feel on flavor for the rest of the rules. I was in a whimsical mood when I wrote it. As for ruling it as-is, I would let them stay alive, but take them out of play. Think taking them hostage, or letting them be downed with a debilitating wound. Sure, the soldier might have hit 0 hp, then soaked that grenade blast and died, but this guy survived and is in traction for the next session. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fifth Age: A hard science fiction 5e conversion
Top