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Jon Peterson: Does System Matter?
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<blockquote data-quote="Jack Daniel" data-source="post: 8201138" data-attributes="member: 694"><p>That is not a compelling argument at all.</p><p></p><p>Show me, using the PHB, how I would get into a psychic duel with mystical entity on the Astral Plane.</p><p></p><p>Show me, using the PHB, how I would run ship-to-ship combat with triremes and ballistae.</p><p></p><p>Show me, using the PHB, how to travel to an Outer Plane without using a spell.</p><p></p><p>Sometimes you've just got to hand-wave, make stuff up, or create new game mechanics, even to do things that are <em>definitely </em>within the purview of D&D's genre. And for things that aren't in the presumed genre? You can re-skin. You can add. This doesn't change the <em>system</em> you're using into a different system.</p><p></p><p>Adding a Computers (Int) skill to 5e doesn't make the game suddenly <em>not </em>5e. In fact, it's a trivial thing to do.</p><p></p><p>Using the same rules you'd normally use for airships and cannons for starships and turbolasers doesn't make the game suddenly <em>not </em>5e.</p><p></p><p>Hand-waving interstellar travel and allowing the party to reach other planets at the "speed of plot" is no different from doing the same with a sailing ship and a distant port-town. And if you're not comfortable doing that—you'd rather measure distances on a hex-map—an ocean of stars is going to be little different from an ocean of islands. If you want accurate travel times for real kinds of ships (schooners, galleys, clippers), you need to do your research. And if you want to do the same thing in a sci-fi setting, it helps to know how fast Warp 5 is (125c in TOS scale, 215c in TNG scale), how fast the <em>Millennium Falcon's</em> hyperdrive can go (it can cross the galaxy in hours or days with proper astrogation), and the top speed of a Goa'uld Ha'tak (132,000c if you're curious).</p><p></p><p>The point is, you think 5e couldn't possibly do futuristic sci-fi horror? I say it'd be <em>easy</em>. (Feel free to move the goalposts, though.)</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 8201138, member: 694"] That is not a compelling argument at all. Show me, using the PHB, how I would get into a psychic duel with mystical entity on the Astral Plane. Show me, using the PHB, how I would run ship-to-ship combat with triremes and ballistae. Show me, using the PHB, how to travel to an Outer Plane without using a spell. Sometimes you've just got to hand-wave, make stuff up, or create new game mechanics, even to do things that are [I]definitely [/I]within the purview of D&D's genre. And for things that aren't in the presumed genre? You can re-skin. You can add. This doesn't change the [I]system[/I] you're using into a different system. Adding a Computers (Int) skill to 5e doesn't make the game suddenly [I]not [/I]5e. In fact, it's a trivial thing to do. Using the same rules you'd normally use for airships and cannons for starships and turbolasers doesn't make the game suddenly [I]not [/I]5e. Hand-waving interstellar travel and allowing the party to reach other planets at the "speed of plot" is no different from doing the same with a sailing ship and a distant port-town. And if you're not comfortable doing that—you'd rather measure distances on a hex-map—an ocean of stars is going to be little different from an ocean of islands. If you want accurate travel times for real kinds of ships (schooners, galleys, clippers), you need to do your research. And if you want to do the same thing in a sci-fi setting, it helps to know how fast Warp 5 is (125c in TOS scale, 215c in TNG scale), how fast the [I]Millennium Falcon's[/I] hyperdrive can go (it can cross the galaxy in hours or days with proper astrogation), and the top speed of a Goa'uld Ha'tak (132,000c if you're curious). The point is, you think 5e couldn't possibly do futuristic sci-fi horror? I say it'd be [I]easy[/I]. (Feel free to move the goalposts, though.) [/QUOTE]
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