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2016-12-26, 08:43 AM (ISO 8601)
- Join Date
- Dec 2016
Fifth Age: A Hard(er) Science Fiction conversion of 5e DnD
I have been working on this for a while, and thought I'd share it here. There was a post a while back with people asking for a sci-fi conversion for 5e, so since I have it in a pretty good place at the moment, I decided to share it here.
Would anyone be interested in that? I have been more of a lurker here, and just made an account for this, so I can't post links yet, or I would lead with that.
Originally Posted by Fifth Age
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2016-12-26, 11:03 AM (ISO 8601)
- Join Date
- Dec 2015
Re: Fifth Age: A Hard(er) Science Fiction conversion of 5e DnD
I am familiar with Fifth Age from links elsewhere, and do not see how you could possibly go wrong by linking it here.
Edit: And when I say here, I mean in the homebrew thread; that's obvious, right?Last edited by Hitdice; 2016-12-26 at 11:12 AM.
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2016-12-26, 11:14 AM (ISO 8601)
- Join Date
- Jun 2011
- Location
- California
- Gender
Re: Fifth Age: A Hard(er) Science Fiction conversion of 5e DnD
My group is planning on using this system as soon as we finish OotA. It looks great!
Here's the link: Fifth Age
Edit: Link fixed. Thanks, Tea.Last edited by mgshamster; 2016-12-26 at 12:14 PM.
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2016-12-26, 12:03 PM (ISO 8601)
- Join Date
- Feb 2013
- Location
- Perfidious Albion
Re: Fifth Age: A Hard(er) Science Fiction conversion of 5e DnD
Mgshamster's Link doesn't work for me. Try this.
(Incidentally, the forum didn't want to quote Mgshamster for some reason - decided to eat half the post. How odd.
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2016-12-26, 04:09 PM (ISO 8601)
- Join Date
- Dec 2016
Re: Fifth Age: A Hard(er) Science Fiction conversion of 5e DnD
Gratifying that you've heard of it! Just trying to get some more eyes on it, I always need more feedback from playtest to keep iterating and making it better, and can only log so many hours at my table.
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2016-12-27, 12:37 AM (ISO 8601)
- Join Date
- Jan 2005
- Location
- Albuquerque, NM
Re: Fifth Age: A Hard(er) Science Fiction conversion of 5e DnD
Interesting read - I enjoy your sense of humor, and your use of Proficiency Bonus for more things :)
I might take a shot a running one - have a group entering a new campaign phase and we're a little tired of the fantasy trope. I might add in magic though... as an 'alien' only option.
I noticed there's no multiclassing mentioned. With only 10 levels, I could see how it would be more difficult to implement, and how you split abilities from multiple 5E classes and put them on new class chassis, the probability of getting some crazy powerful combos is a definite potential. Was that your thinking?
I'll let you know if the group goes for the idea.Trollbait extraordinaire
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2016-12-27, 07:50 AM (ISO 8601)
- Join Date
- Jul 2013
- Location
- Somewhere
- Gender
Re: Fifth Age: A Hard(er) Science Fiction conversion of 5e DnD
I like it and I consider running it in the future. I like the light and humorous tone, and the backstory is interesting (I liked the part why mankind survived singularity). I love that you're trying to keep it as relatively hard sci-fi, with few reasonable exceptions, even FTL takes relativity into account.
That said, mechanicaly, it's obviously a work in progress. Backgrounds, especially, are a mess (some offering standard 2 skill and 2 other proficiencies + useful feature like Aristocrat, while others, like Colonist offer only half of that. Also, I'm not sure about some features giving clear, mechanical effects (Primitive giving free advantage on attacks)), and the balance between the races is another big one. I haven't been comparing how balanced the classes are, but without magic, it should be mostly fine. Feats are... well, they ARE supposed to be comparable to normal 5e half feats, and not all 5e feats are equally powerful, but still...it's clearly visible that some of them are ported from d20 Modern. Equipment seems mostly fine.It's Eberron, not ebberon.
It's not high magic, it's wide magic.
And it's definitely not steampunk. The only time steam gets involved is when the fire and water elementals break loose.
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2016-12-27, 09:35 AM (ISO 8601)
- Join Date
- Dec 2016
Re: Fifth Age: A Hard(er) Science Fiction conversion of 5e DnD
I allow multiclassing at my table, and honestly, it has worked swimmingly. There are sometimes 2-3 level "dead zones" in normal 5e classes, but it feels like every single level of these classes has something great going on with it. I intentionally tried to make two "half capstone" level 5 abilities about as good/cool as a full capstone. For instance, operates and officers have a lot of bonus action abilities which are just killer with the second bonus action provided by technician.
I have seen most class pairings done, with the exception of soldier. It seems like anyone that wants soldier wants it all.
Backgrounds are intended to be a flavor choice to enhance roleplay, and might be valued differently from an optimization standpoint. Some of them need looking at, since they have remained virtually unchanged since my initial draft quite some time ago. When I originally built the game, Colonist's "super planet guy" shtick seemed a lot more powerful, but ended up being far more trivial. I will do a balance pass on those at my next opportunity.
Primitive is a latecomer, and is very much a part of power creep in the system, representing a power level and game balance where the game was when it was added. You will note that it only functions with archaic weapons being used against those without them, so that means your 1d8 longsword against a security guard's 2d6 pistol or 3d8 assault rifle. This is just letting the primitive character have a chance to survive and perhaps thrive. After a few levels, a primitive has picked up a training feat and learned how to use modern weapons, and most of the feat is dead... or is still chugging away with his crossbow or battle axe.
As for the feats... I feel like they are pretty decent overall. Let it be known I think that 5e great weapon master and sharpshooter are overpowered, so you can see that bleed through here. I cut those two feats into bits that grew into some of mine. Some of them are more or less powerful once you start playing in the milieu provided. Being able to ignore half and three quarters cover is amazing in a world where everyone is playing tag from behind corners, doorways, etc.
Race balance is... tricky. I feel that the game should be mostly human-centric with the GM doing what he can to befuddle players with ridiculous alien crap, not vice versa. As such, humans are quite competitive to me, and the aliens are mostly one trick ponies. I feel like I gave greylians too much of the short end of the stick and they might need another balance pass. I think they are about 2 points behind the other, better races.
I appreciate all of the feedback though, I only have the experiences of my own table to help me build with, and what I hear on forums, so the more of it I can get, the better a final work can be made. If you could point out what you think are the better feats, backgrounds and races, and which are the worse ones, that would be very helpful so I know it is not just my balancing bias.