D&D 5E The Official 5E Version Of Doctor Who Is Coming In Just 2 Weeks!

In two weeks (or back in 2022 depending where in space and time you are right now) Cubicle 7 will be launching DOCTORS & DALEKS, the 5E version of its popular Doctor Who: Adventures in Time & Space tabletop RPG which has been in production for over a decade.

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The game launches on Tuesday, July 19th with the Doctors and Daleks Player’s Guide.

Cubicle 7 has been producing the official Doctor Who RPG since 2009, with over 20 books. A second edition launched last year. This new edition is the D&D 5E edition, and was first announced back in February.



Doctors and Daleks​

A New Way to Adventure through all of Space and Time

Doctors and Daleks brings the epic adventures of the Universe’s most famous Time Lord to the world’s most popular roleplaying game. Running parallel to the award winning Doctor Who: The Roleplaying Game, Doctors and Daleks is a new line of products that brings Doctor Whoadventures to your table using 5th Edition rules.

The first book, the Doctors and Daleks Players Guide, brings you everything you need to get started with your adventures in Space and Time!

  • Streamlined character creation rules to quickly bring to life a new time travelling adventurer. Create a new Companion for the Doctor, or build your own Time Lord! Do you want to do a bit of time tourism as part of Team TARDIS, or will you create a group of Time Agents to fight back against pesky paradoxes?
  • Rules for playing fast paced, combat light sci-fi adventures using the world’s most popular roleplaying game system. Fight like the Doctor with non-lethal weapons, manoeuvres, gadgets, and the power of emotional and logical arguments — or just run away really fast!
  • A time traveller’s treasure trove of technological marvels, including sonic screwdrivers, psychic paper, a water gun, and time machines.
  • Rules for using and customising the TARDIS, as well as creating and piloting any other kind of time travel device you can think of from the dawn of history to the very ends of the universe.
  • Advice on making every Doctors and Daleks adventure feel like you’re living in an episode of the legendary Doctor Who TV Series.
  • An expansive look at the history of the Doctor’s Universe, detailing some of the aliens and creatures the Doctor has encountered across space and time, including profiles for Daleks, Cybermen, and Weeping Angels, ready to be played!
The Doctors and Daleks Player’s Guide will be followed by the Alien Archive, a dedicated catalogue of some of the Doctor’s most notorious foes, presenting dozens of recognisable aliens from the series for the players to add to their games.

Alongside these, The Keys of Scaravore is an epic adventure for levels 1-5, that leads the characters to the Wild West and distant worlds, encountering Draconians, Silurians, Zygons, and more, before finally facing the terrifying Scaravore itself.


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Emmetation

Explorer
Oh and also to clarify, you can't play as Daleks and Cybermen, that's just wording that is a little wonky.

Enemies and encounters use Plot Points instead of hit points, but we've included them in the enemy statblocks so that folks who want to use them out of the gate can do just that.

Plot Points for enemies actually represent the hit points of an entire encounter and are reduced through Quips, talking, interacting with the environment, and clever thinking (also punching, but resorting to violence has negative ramifications for the whole group).

Plot Points aren't just all the enemy HP added together, but more of the HP of the encounter. We have a detailed section on how to build encounters, but it essentially means you can throw dozens of Daleks at your group, but the party don't have to trudge through reducing all their HP. It also means you can use any enemy at any level. So you don't need to be level 10 to face a Dalek.

The team have made a really cool system I have to say. As was mentioned elsewhere, I can see the Quips and encounter level system being lifted and ported over to folks other games
 

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overgeeked

B/X Known World
For anyone wondering, the "Playing the Game" chapter in the Player's Guide is 26 pages. The Conflict section of that is 9 pages, and of THAT, 7 pages are about the new initiative system, chases and retreating, and avoiding combat.

So, y'know, not hundreds of pages on combat 😉
Here's to hoping you kept talkers, movers, doers, and fighters.
 



Emmetation

Explorer
Here's to hoping you kept talkers, movers, doers, and fighters.
Talkers, Doers, and Fighters yep. Runners are rolled into Doers as it made the action economy of DnD (and some abilities) a little wonky.

Talkers go first, then Doers, then Fighters. If the conflict changes, you can choose to do something different on your turn but you may move in the initiative (so if a Doer decided to instead attack, they'd drop down below the other Fighters)

Edit: Also, Initiative is on the character sheet for those people who want to use traditional Dec based initiative
 


overgeeked

B/X Known World
Talkers, Doers, and Fighters yep. Runners are rolled into Doers as it made the action economy of DnD (and some abilities) a little wonky.

Talkers go first, then Doers, then Fighters. If the conflict changes, you can choose to do something different on your turn but you may move in the initiative (so if a Doer decided to instead attack, they'd drop down below the other Fighters)

Edit: Also, Initiative is on the character sheet for those people who want to use traditional Dex based initiative
I was going to ask if that was to sort multiple people in the same init segment (who talks first when two or more people are talking).

I'm curious about the power disparity between the Doctor and the companions. How is that handled in the new game?
No rice pudding, but there is a "Jelly Baby?" Quip
Are quips effectively spells, then? Are they predefined or are they free-form?
 


Emmetation

Explorer
I was going to ask if that was to sort multiple people in the same init segment (who talks first when two or more people are talking).

I'm curious about the power disparity between the Doctor and the companions. How is that handled in the new game?

Are quips effectively spells, then? Are they predefined or are they free-form?
So "The Doctor" is actually the Time Lord/Gallifreyan Species, and then they pick from one of the 6 classes (one for each attribute). They do get more stuff, like extra ability score increases, access to SRD spells like telepathy and augury based on level, they regenerate if they die, and so on.

Quips are like spells, yep, but they're based on your class ability score (str, int, dex, etc). Every class has access to Cantrip Quips (infinite use cantrips basically) and then the 3 "caster" classes have access to a full range of more powerful Quips.

For those wondering, the classes are

Charmer (Cha)
Empath (Wis)
Protector (Con)
Stalwart (Str)
Thinker (Int)
Trickster (Dec)

Each class also has 3 Archetypes, loosely based on various companions, such as The Sentinel for the Protector, which is based on Madame Vastra, or The Agitator for the Charmer, which is based off Donna Noble.

Side note, the Protector is actually my favourite, as it's all about looking after your friends and keeping them safe
 

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