D&D 5E (2014) Stargate D&D 5e details from gencon

Not going down means the bullets and lasers are missing and grazing.

The only kill shot happens at 0 hit points.

Which isn't the problem. You can describe it however you like, but in the end the effect is that in D20 systems you have the situations that you (meaning both PCs and many monsters) can and often do run through heavy fire to get into melee range. Yet things like this are very uncommon in Stargate. So by using a D20/5E base the combat in SGRPG will be the exact opposit of the show.
 

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I'm skeptical that Roland Emmerich or Dean Devlin had any whiff of interest or inkling in your favorite D&D setting. More likely influences probably include Buck Rogers and the 25th Century, Flash Gordon, Star Trek, and the bizarrely circulated crackpot ideas that aliens were responsible for the creation of the pyramids.

I've seen enough Dean Devlin productions to suspect he rolled a few dice as a teenager in the 70's.
 


I've seen enough Dean Devlin productions to suspect he rolled a few dice as a teenager in the 70's.
That's fine, but that's not a convincing argument that Forgotten Realms inspired Stargate. There seem to be far more obvious influences than FR, which would likely be a tertiary influence at best. If you have some additional insight from Dean Devlin or Roland Emmerich's back catalog of films to make a compelling case, then I am all ears. But until such time, I think it would be foolish to ignore more prominent cultural influencers.
 

What if they substantially reworked it, like Adventures in Middle-Earth did (new classes, etc.)? Could you see it working then?

It'll always "work" in the sense that any RPG can be reskinned for any genre. It's a question of whether it works as well as an RPG designed specifically for that genre. No other game could capture the exact nature of "D&D" as well as D&D can, for example.
 
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Dungeons & Dragons is fantastical. Even medium level characters are superheroes. Magic is inconsistent and unexplained (and maybe unexplainable) and has few drawbacks or costs. The Hit Points mechanic means characters can take enormous amounts of damage before going down. In D&D, Janet Frasier wouldn't have been killed by a single staff-weapon hit.
Well I’m sure it will have all it’s own classes. And there are lots of ways you could handle hit points.
 
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Characters in D&D change rapidly as they level up. This is not standard for most fiction. Stargate characters have pulp elements for sure, but not as fantastic as D&D.

Stargate needs a system that emulates adventure military teams that start highly skilled, and change slowly. It should be more focused on skills, and stunts. I'd avoid levels, and classes, but I guess it could be done.

I'm thinking Gumshoe, 2d20, Fate, GURPS, or a whole new system would be fun. 😊
 

Which isn't the problem. You can describe it however you like, but in the end the effect is that in D20 systems you have the situations that you (meaning both PCs and many monsters) can and often do run through heavy fire to get into melee range. Yet things like this are very uncommon in Stargate. So by using a D20/5E base the combat in SGRPG will be the exact opposit of the show.
Sorry but it depends on what chsnges they make. Adding weapon properties like shock or wounding to certain weapons to cause conditions that make thst less desirable than shooting ftom cover and throwing grenades is ridiculously easy.
 

It'll always "work" in the sense that any RPG can be reskinned for any genre. It's a question of whether it works as well as an RPG designed specifically for that genre. No other game could capture the exact nature of "D&D" as well as D&D can, for example.
Capturing the exact game and capturing the genre that game was aiming at are two very different things - especially with D&D.

And, actually, you can not just capture any given genre in universal systems, you can even capture the system artifacts that some other game has inflicted on that genre (if you want to, for some reason).

D&D for a fantasy setting in which magic is in no way use/day limited, for instance, is dead in the water. Fantasy Hero, say, works fine with that assumption. But, if you want to, you can slap charges limitation on all mages in your Fantasy Hero campaign, instead. In D&D armor makes you harder to hit, in RuneQuest, harder to hurt, in GURPS /both/ - in Hero, either or both or, I suppose, if you really wanted, neither.

But, the reasons that come up in threads like these that D&D couldn't possibly handle some other genre - the bizarre taboo horror of firearms in D&D, mainly - not always valid. D&D does limit itself, heavily, with it's reliance on magic to make it's challenge dynamics viable, but that's really the major stumbling block. Hit Points can be quite a flexible mechanic, for instance.
 
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Nah, hit points mean anything. That’s their strength.

I mean how many movie hero’s have been shot point blank to carry on through the movie bleeding buckets but fighting like they warmed up and stretched and are at the peak of thier training, unharmed.
 

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