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The Call is Out: D&D SciFi Should Be The Next Campaign Setting / Expansion
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<blockquote data-quote="jmartkdr2" data-source="post: 8225401" data-attributes="member: 7017304"><p>Speaking of which, there were two things I did not like about that system when we actually played it that I would hope are resolved or avoided in a 5e-based sci-fi system:</p><p></p><p>1. 5 ft square grids are not helpful for blaster-based combat. When you need to know where peoplke are who are 300 feet away, 5 feet is not a helpful increment. I'd still want something that has the mechanical precision of the grids (ie not too much but enough that I don't need to ask the dm where I can move at the beginning of each turn) while working at longer ranges. The grid's supposed to be optional, so a second option would be nice.</p><p></p><p>Especially since firefights involve a lot of waiting, aiming, dashing and spotting - rolling all of that into a to-hit roll will make it feel really flat and not very much like a blaster battle.</p><p></p><p>2. Don't make piloting spaceships an optional skill. You either need everyone to commit to picking a specific set of options, or you have some players weaker in some encounters just so they can have fun options in others. Basically, if you didn't pick the piloting skill and a bunch of piloting feats<span style="font-size: 9px">1</span><span style="font-size: 15px">, you'd be relegated to just making basic attacks in space battles. But if you did pick those options, you got fewer non-spaceship stuff.</span> Given how 5e didn't fall into this trap too hard with mounted combat I'd expect this to be handled well, but it was a major drag in the game.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8225401, member: 7017304"] Speaking of which, there were two things I did not like about that system when we actually played it that I would hope are resolved or avoided in a 5e-based sci-fi system: 1. 5 ft square grids are not helpful for blaster-based combat. When you need to know where peoplke are who are 300 feet away, 5 feet is not a helpful increment. I'd still want something that has the mechanical precision of the grids (ie not too much but enough that I don't need to ask the dm where I can move at the beginning of each turn) while working at longer ranges. The grid's supposed to be optional, so a second option would be nice. Especially since firefights involve a lot of waiting, aiming, dashing and spotting - rolling all of that into a to-hit roll will make it feel really flat and not very much like a blaster battle. 2. Don't make piloting spaceships an optional skill. You either need everyone to commit to picking a specific set of options, or you have some players weaker in some encounters just so they can have fun options in others. Basically, if you didn't pick the piloting skill and a bunch of piloting feats[SIZE=1]1[/SIZE][SIZE=4], you'd be relegated to just making basic attacks in space battles. But if you did pick those options, you got fewer non-spaceship stuff.[/SIZE][SIZE=3] [/SIZE]Given how 5e didn't fall into this trap too hard with mounted combat I'd expect this to be handled well, but it was a major drag in the game. [/QUOTE]
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