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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How to Encourage Melee Combat in a Sci-fi Setting? (5e)
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="Fragsie" data-source="post: 6760702" data-attributes="member: 83065"><p>A very good point, I imagine many places would have gun laws; ships and stations as you suggest, but perhaps even outpost and colonies, definitely a quandary that would come up.</p><p></p><p> </p><p></p><p>This could be done, it would require damage types to be grouped into kinetic (piercing, bludgeoning etc) and energy (fire, cold, radiant etc), but doing this as well as some mechanic to restrict it to ranged attacks and it starts become a bit clunky rules-wise. I definitely want these fields to be effective against ranged only and not melee. Is it not easier to stick to one existing damage type, with the option to potentially add other damage types at higher levels using the magic item mechanic already in place in D&D?</p><p></p><p></p><p></p><p>As is, this is true, but the aim for these items is to strengthen lower AC, close range characters; against the increased ranged damage potential of a setting with lots of guns. I see it as an option that should appeal to lower AC characters and its use should be situational. I'm thinking that fields will <strong>not</strong> be usable at the same time as heavy armour for some reason, or perhaps even light or no armour only? Also I think fields should give disadvantage to stealth; easily explained as the field giving off a hum or glow when in use. I think these restrictions would address the 'everyone would have one' issue.</p><p></p><p></p><p></p><p>That is cool, depending on how the fields end up working, I do want a weapon or weapon property that can bypass fields (Gauss), but I hadn't considered a weapon that specifically overloads shields, and I like the idea <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p></p><p></p><p>I imagined them as being wearable and taking up a belt or arm slot. There are definitely characters that would be able to have a field implanted, but this would require a cybernetic base framework (providing power, maintenance etc) already implanted. This is achieved through the Augmented class, or potentially a feat.</p><p></p><p> </p><p></p><p>While this is cool, again I'm worried about there being too much book keeping or complex rules. I prefer the idea that it would stop working if it soaks it's maximum damage in one hit. And require a short rest to reset (tech characters could be able to do this in encounters).</p><p></p><p></p><p></p><p>Yes! Definitely. I imagine there are such devices that generate area or wall fields, it would add a dimension tactically (rogue has to sneak in and take out the generator before the sniper can get off his shot).</p><p></p><p></p><p></p><p>Sure, the fields should be expensive enough that not everyone would have one, but I also want PCs to be able to afford the cheapest one by 2nd level at least. How common they are amongst the enemy would depend on the funding and/or technology level of the foe.</p><p></p><p></p><p></p><p>A fair suggestion, energy weapons (that won't be affected by fields) are going to be pretty expensive, but I want a healthy portion of ballistics weapons to be available to 1st level characters, so they can't be too expensive.</p><p></p><p></p><p></p><p>If this were a straight-up scifi setting I would probably agree with you here. But Spirit is a sci-fantasy setting. The main reason for this whole discussion is because i <em>want</em> there to be melee! sword wielding space-knights, priests summoning angels, demons and dragons, a commando with a minigun facing off against a psion that grows blades from his own bones.</p></blockquote><p></p>
[QUOTE="Fragsie, post: 6760702, member: 83065"] A very good point, I imagine many places would have gun laws; ships and stations as you suggest, but perhaps even outpost and colonies, definitely a quandary that would come up. This could be done, it would require damage types to be grouped into kinetic (piercing, bludgeoning etc) and energy (fire, cold, radiant etc), but doing this as well as some mechanic to restrict it to ranged attacks and it starts become a bit clunky rules-wise. I definitely want these fields to be effective against ranged only and not melee. Is it not easier to stick to one existing damage type, with the option to potentially add other damage types at higher levels using the magic item mechanic already in place in D&D? As is, this is true, but the aim for these items is to strengthen lower AC, close range characters; against the increased ranged damage potential of a setting with lots of guns. I see it as an option that should appeal to lower AC characters and its use should be situational. I'm thinking that fields will [B]not[/B] be usable at the same time as heavy armour for some reason, or perhaps even light or no armour only? Also I think fields should give disadvantage to stealth; easily explained as the field giving off a hum or glow when in use. I think these restrictions would address the 'everyone would have one' issue. That is cool, depending on how the fields end up working, I do want a weapon or weapon property that can bypass fields (Gauss), but I hadn't considered a weapon that specifically overloads shields, and I like the idea :lol: I imagined them as being wearable and taking up a belt or arm slot. There are definitely characters that would be able to have a field implanted, but this would require a cybernetic base framework (providing power, maintenance etc) already implanted. This is achieved through the Augmented class, or potentially a feat. While this is cool, again I'm worried about there being too much book keeping or complex rules. I prefer the idea that it would stop working if it soaks it's maximum damage in one hit. And require a short rest to reset (tech characters could be able to do this in encounters). Yes! Definitely. I imagine there are such devices that generate area or wall fields, it would add a dimension tactically (rogue has to sneak in and take out the generator before the sniper can get off his shot). Sure, the fields should be expensive enough that not everyone would have one, but I also want PCs to be able to afford the cheapest one by 2nd level at least. How common they are amongst the enemy would depend on the funding and/or technology level of the foe. A fair suggestion, energy weapons (that won't be affected by fields) are going to be pretty expensive, but I want a healthy portion of ballistics weapons to be available to 1st level characters, so they can't be too expensive. If this were a straight-up scifi setting I would probably agree with you here. But Spirit is a sci-fantasy setting. The main reason for this whole discussion is because i [I]want[/I] there to be melee! sword wielding space-knights, priests summoning angels, demons and dragons, a commando with a minigun facing off against a psion that grows blades from his own bones. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How to Encourage Melee Combat in a Sci-fi Setting? (5e)
Top