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<blockquote data-quote="Negflar2099" data-source="post: 7494742" data-attributes="member: 65944"><p>I actually think Ultramodern 5e is a little under powered. It was fine for the Dragonstar campaign, at least until it fizzled out a few months after I made this post, but later we tried again and the classes just felt a little weaker than standard classes. It still worked out because the guns sort of balanced it out, but individually the classes just lacked oomph.</p><p></p><p>For soulmechs I created a new subrace of the very excellent Virtuants that are in the Neurospasta book. </p><p></p><p>For obligation, I created a whole system. I had them roll on various tables (just like the Edge of Empire does). In that system if your obligation comes up you suffer some stress that causes problems for you down the line (actually everybody with obligation suffers stress but you just suffer more when it's yours).</p><p></p><p>I basically did the same thing except the "stress" took the form of losing a 2 hit dice, which you can't recover until the session is over (everyone else that has obligation loses 1 hit dice and people without obligation don't lose anything). It worked out okay, but I'd like to do more play testing. </p><p></p><p>For those who are interested I'm now focused on redoing this game using the Dark Matter rules from Mage Hand Press (<a href="https://darkmatter.backerkit.com/hosted_preorders" target="_blank">https://darkmatter.backerkit.com/hosted_preorders</a>). It seems like a very neat system and has a lot of the same stuff I struggled with creating for my own conversion. Although my earlier suggestions of Ultra Modern 5e still stands.</p></blockquote><p></p>
[QUOTE="Negflar2099, post: 7494742, member: 65944"] I actually think Ultramodern 5e is a little under powered. It was fine for the Dragonstar campaign, at least until it fizzled out a few months after I made this post, but later we tried again and the classes just felt a little weaker than standard classes. It still worked out because the guns sort of balanced it out, but individually the classes just lacked oomph. For soulmechs I created a new subrace of the very excellent Virtuants that are in the Neurospasta book. For obligation, I created a whole system. I had them roll on various tables (just like the Edge of Empire does). In that system if your obligation comes up you suffer some stress that causes problems for you down the line (actually everybody with obligation suffers stress but you just suffer more when it's yours). I basically did the same thing except the "stress" took the form of losing a 2 hit dice, which you can't recover until the session is over (everyone else that has obligation loses 1 hit dice and people without obligation don't lose anything). It worked out okay, but I'd like to do more play testing. For those who are interested I'm now focused on redoing this game using the Dark Matter rules from Mage Hand Press ([url]https://darkmatter.backerkit.com/hosted_preorders[/url]). It seems like a very neat system and has a lot of the same stuff I struggled with creating for my own conversion. Although my earlier suggestions of Ultra Modern 5e still stands. [/QUOTE]
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