This depends on how they choose to create their system and classes.I also would have preferred Savage Worlds. My biggest problem with 5E is that you don't have a lot of skills and you cannot really actively level them. Skills are important in modern to sci-fi games for me. I am glad that they did not come up with their own system though or chose 2d20
Are you looking at a hit point driven combat, damage save, other?Salutations!
My name is Mack Martin (as you may have noticed) and I'm the lead designer for the Stargate RPG! I just thought I'd hop in and post a response about where we are at, and what you guys can expect from a system based on 5e!
While we're currently designing the system using "classes" they aren't designed in the same way as 5th edition classes. The current list I'm using includes: Diplomat, Medic, Soldier, Scout, Engineer, and Scientist. These are obviously up for change as we go further into testing, but that's what we’re operating with now. At this stage, it's more important to use those classes to get a variety of systems into place, the largest of which is the various gear and equipment that characters might take with them on a mission. Right now we’re focused on making sure the games scaling as PCs advance is a solid engine that everything can be built upon.
All of that to say, it's very early on. But I can tell you what we’re currently working with, but understand this is all subject to change when the design meets testing.
Currently, each class only covers five levels. Once you've finished the class you choose a new one. Some of these require a previous class, for instance, an Archeologist is one of the options a Scientist might choose to delve into when they hit level 6. Alternatively, they could start taking levels of Soldier. It's a blend of multi-classing and specialization in some ways. It gives players a lot more customization than a standard 1-20 leveling system.
That's the system we’re using currently to get all the other things a Stargate game needs into place. Once we've started testing, we’re also going to test a "classless" system, although that's the sort of thing we want to build once we’ve been able to test the core engine and shake out the bigger bugs.
I'll try to hop back onto the forum to answer questions over the next few days, so if you have a specific question, I'll try to answer! Just please understand that we’re still building our working test document, so things are very early and I just might not have all the answers yet! We’ve got plenty of work to do to bring Stargate to your tabletop!
Nope - not too rambly. Great answers.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!
I really hoped someone would pick this license up again. But D&D 5e for SG?! Really disappointed!
Too bad, the franchise has such potential. But levels and classes just do not fit, imo. Seeing what a big "success" the first d20 version was didn't sink in, apparently.
Accessibility as a measure of success is great if one only cares on a monetary level (and, possibly, only initially as that). Without major changes to 5e, it will still fail to truly capture the characters and the series for the same that the the AEG's version which was the many of the D&Disms in the mechanics that remained despite the changes in the AEG version. Many of those same D&Dism that remiained still exist in 5eI disagree that D&D 5E is a bad fit. The main reason is accessibility, more folks are likely to try and play the game if they already know the rules. But, the main characters of the movie and TV show can definitely be seen as archetypes or classes.
Jack - Soldier
Teal'c - Warrior
Daniel & Samantha - Scientist
.