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Stargate RPG Announced from Wyvern Gaming
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<blockquote data-quote="Mack Martin" data-source="post: 7782373" data-attributes="member: 6922986"><p>Heya 5ekyu! Let's talk about those! I hope I don't give to big an explanation, but this is the exciting part of the process, getting it all solidified, so some of those are things we've been nailing down in the text recently! </p><p></p><p>Currently I'm using hit point driven combat. With that comes 2 trigger levels derived from a television show aesthetic. Anything below full HP is "Scuffed." You're character isn't bleeding but there's been a few close hits, maybe a landed punch or two. They've got some hair out place, maybe a bruise. Wounded is below half HP. That's where you might actually see some blood (at least more than a lip or nose). We do like damage saves, and you're right in that they work well thematically for a setting like Stargate so don't rule them out just yet, but the current build isn't using them. </p><p></p><p>We currently don't have any real meta-currency in the build. Some classes get a pool they can use for various things, like the Scientist's breakthrough points, but nothing like Fate or Hero points.</p><p></p><p>So yes, I'm re-watching SG-1 again right now, at a rate of about 3 episodes a day. So is the rest of the team. It's on in the background while I do things like write the weapons systems. I'd seen SG-1 on television but hadn't re-watched it since Universe ended. So I'm giving it another viewing to make sure it's very fresh in my mind while designing.</p><p></p><p>Equipment in Stargate obviously works different than in 5e, after all there are no +3 swords to be found. Weapons like the Ma'Tok are pretty potent as a baseline, certainly outclassing a typical firearm. However, keeping your P90 relevant is also on the table, with things like crazy tech ammo made by the team's Engineer. </p><p></p><p>I hope I didn't ramble too much!</p></blockquote><p></p>
[QUOTE="Mack Martin, post: 7782373, member: 6922986"] Heya 5ekyu! Let's talk about those! I hope I don't give to big an explanation, but this is the exciting part of the process, getting it all solidified, so some of those are things we've been nailing down in the text recently! Currently I'm using hit point driven combat. With that comes 2 trigger levels derived from a television show aesthetic. Anything below full HP is "Scuffed." You're character isn't bleeding but there's been a few close hits, maybe a landed punch or two. They've got some hair out place, maybe a bruise. Wounded is below half HP. That's where you might actually see some blood (at least more than a lip or nose). We do like damage saves, and you're right in that they work well thematically for a setting like Stargate so don't rule them out just yet, but the current build isn't using them. We currently don't have any real meta-currency in the build. Some classes get a pool they can use for various things, like the Scientist's breakthrough points, but nothing like Fate or Hero points. So yes, I'm re-watching SG-1 again right now, at a rate of about 3 episodes a day. So is the rest of the team. It's on in the background while I do things like write the weapons systems. I'd seen SG-1 on television but hadn't re-watched it since Universe ended. So I'm giving it another viewing to make sure it's very fresh in my mind while designing. Equipment in Stargate obviously works different than in 5e, after all there are no +3 swords to be found. Weapons like the Ma'Tok are pretty potent as a baseline, certainly outclassing a typical firearm. However, keeping your P90 relevant is also on the table, with things like crazy tech ammo made by the team's Engineer. I hope I didn't ramble too much! [/QUOTE]
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