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Fifth Age: A hard science fiction 5e conversion
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<blockquote data-quote="TSmitty" data-source="post: 7475913" data-attributes="member: 6900318"><p>In my experience combat feels more lethal in this system than 5e. The first actual combat my players saw ended in less than a round when the tank-y combat oriented player sprayed with an autofire blaster rifle and killed two npcs as the first move. The characters don't have much HP and even a mildly lucky shot or spray can do a lot of damage. Because of this I made sure to give my players lots of cover opportunities when facing more enemies and the cover rules on p.129 of 0.9 worked well for me. This also provides good opportunities for car chases because the vehicles have built in cover. As far as putting together enemy units for my players to face I re-skinned and adapted some of the hazards listed in the hazard handbook and Indra adventure and followed the challenge rating listed. 2 of my 3 characters were zeroed in combat, but they had the chance to escape and died going back for a bonus objective. Luckily 1 of them rolled a Nat 20 on his death save and managed to save the other one who rolled a Nat 1 on his save before he died. Ultimately I feel that the combat in this game is more similar to Call of Cthulhu than 5th age in that the lethality encourages combat to be more of a narrative tool than an objective.</p><p></p><p>We haven't had very much ship combat yet, but it has come up a few times. My strategy was to treat it like submarine warfare and Star Trek for a tense atmosphere with bouts of Star Wars/The Expanse combat for excitement and thrills. Everyone has to work together to scan, hide/track (move), and strategize during the Star Trek portion and then work together to take evasive maneuvers, fire weapons, navigate escape routes, emergency repairs, talk your way out of the space battle - whatever the players decide to do and the consequences. I then have the players roll their applicable skills with the stats and consoles from shipbuilding and have the ship respond accordingly. For the enemy I found that in the moment I only really rolled one d20 against the PC ship and then flavored the result. When the player's ship takes damage one of my favorite things to do is throw an emergency situation at them and have them solve it during combat to make it more interesting. I've had them vent atmo and have to make an emergency repair, which they solved by the skin of their teeth and was a lot of fun. I've also had them deal with the ship hitting something which caused a power outtage that they had to solve in zero G because it also stopped their rotation. One that I want to try is the players losing power to a main weapon and having to solve it during battle while the pilot is giving it all s/he's got to evade the enemy.</p><p></p><p>I'm not sure that these are the best ways to do it, but this is my experience after DMing about 10 or so games. If anyone has any other suggestions I'd also be interested.</p></blockquote><p></p>
[QUOTE="TSmitty, post: 7475913, member: 6900318"] In my experience combat feels more lethal in this system than 5e. The first actual combat my players saw ended in less than a round when the tank-y combat oriented player sprayed with an autofire blaster rifle and killed two npcs as the first move. The characters don't have much HP and even a mildly lucky shot or spray can do a lot of damage. Because of this I made sure to give my players lots of cover opportunities when facing more enemies and the cover rules on p.129 of 0.9 worked well for me. This also provides good opportunities for car chases because the vehicles have built in cover. As far as putting together enemy units for my players to face I re-skinned and adapted some of the hazards listed in the hazard handbook and Indra adventure and followed the challenge rating listed. 2 of my 3 characters were zeroed in combat, but they had the chance to escape and died going back for a bonus objective. Luckily 1 of them rolled a Nat 20 on his death save and managed to save the other one who rolled a Nat 1 on his save before he died. Ultimately I feel that the combat in this game is more similar to Call of Cthulhu than 5th age in that the lethality encourages combat to be more of a narrative tool than an objective. We haven't had very much ship combat yet, but it has come up a few times. My strategy was to treat it like submarine warfare and Star Trek for a tense atmosphere with bouts of Star Wars/The Expanse combat for excitement and thrills. Everyone has to work together to scan, hide/track (move), and strategize during the Star Trek portion and then work together to take evasive maneuvers, fire weapons, navigate escape routes, emergency repairs, talk your way out of the space battle - whatever the players decide to do and the consequences. I then have the players roll their applicable skills with the stats and consoles from shipbuilding and have the ship respond accordingly. For the enemy I found that in the moment I only really rolled one d20 against the PC ship and then flavored the result. When the player's ship takes damage one of my favorite things to do is throw an emergency situation at them and have them solve it during combat to make it more interesting. I've had them vent atmo and have to make an emergency repair, which they solved by the skin of their teeth and was a lot of fun. I've also had them deal with the ship hitting something which caused a power outtage that they had to solve in zero G because it also stopped their rotation. One that I want to try is the players losing power to a main weapon and having to solve it during battle while the pilot is giving it all s/he's got to evade the enemy. I'm not sure that these are the best ways to do it, but this is my experience after DMing about 10 or so games. If anyone has any other suggestions I'd also be interested. [/QUOTE]
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