Jacobkosh wrote: »
There's a Humble Bundle of most of Star Trek Adventures up:https://www.humblebundle.com/books/more-star-trek-adventures-rpg-modiphius-books
$30 gets you the base game corebook, the Klingon corebook, the three division books (Command/Science/Ops), the Alpha and Beta Quadrant books, the Shackleton Expanse setting/mini-campaign, GM's Guide, Player's Guide, two books of adventures, lots of short standalone adventures, official character sheets for the casts of most of the shows, and assorted whatsits like the GM screen and deck tiles.
gavindel wrote: »
Session 5 of my alpha playtest went off pretty well. We did several stealth scenarios as they had to escape a centauri scout band and later do a bit of light Breaking-and-Entering in the blacksmith's shop.
The players really liked my Alertness timer for stealth. This mechanic won't shock you guys, who are up to date on RPG mechanics and meta-tension mechanics, of course, but the primary value is removing the binary pass/fail nature of stealth checks as seen in D&D. I modeled alertness as 0% to 100%, in increments of 10% based on their activity. Basically, any Challenge is 10% by default - there's your "ten round timer". Failures increase further.
"I want to use my fairy to generate a distraction" => Okay, you get a bonus die, but Alertness goes up 20% this round.
"We failed to pick the lock." => Okay, you can always break a window, but that's 30%.
They finished the blacksmith job at 50% after evading an apprentice at 30%. At 50% the blacksmith knows somebody was rustling about, but can't finger the party as the problem.
I plan to add a few techniques to further embellish the system. A technique to let you know what the Alertness thresholds are ("At 40% a new threat arrives"); a technique to pay Ki to reduce a party member's disastrous failure during a stealth check into a regular failure; maybe some ways to reduce Alertness by playing specific ways.
Still, always good to get feedback when a system is working.
Wearingglasses wrote: »
Got a question for folks in the US who might know:
Why is DMs Guild's delivery prices expensive at the moment? I was planning to have the Minsc book printed on demand, but the delivery options for < 2 weeks are like, $TEXAS$. Does anybody have any not-money-related tips if this can be sped up?
Or is it just due to the fact that you're getting prioritized to get printed faster?
SniperGuy wrote: »
I'm gonna be doing a streamed D&D game in the next few weeks that I'm pretty excited about. Homebrew world within 5e, so lots of opportunity for me to customize things to my liking. My players are excited about the prospect of owning a boat and doing sailing stuff though. Anyone have good resources for doing boat combat stuff?
Elvenshae wrote: »
Oh! I should’ve mentioned, if you’d like some ship minis and don’t want to break the bank, look into Ebaying lots of the old Pirates of the Spanish Main constructible card game. It's been out of print for mumble years, but you can get a decent variety of pretty good-looking ships for ~$20.
Not sure if you'll need them if you're playing online, but if you're doing a "picture of the tabletop" version it might come in handy.
Grobian wrote: »
Someone once told me the only worthwhile vehicle combat in official 5e material was in descent into avernus. That's land vehicles, but maybe you can still use some of it
Albino Bunny wrote: »
Working on a back up pc for 5e if my current weirdo dies in this arc of the empire invading us and us doing a Star Wars about that.
Main pitch is a Kobold who was the demolitions expert/alchemist on a crew that hit mines for the magic mega material the empire’s invading for.
Only for her to wind up just as much a refugee as anyone else when the crews latest ‘polite tax’ on a mine is interrupted by an Imperial take over.
So far I only really have ‘All feats, no ASI to represent a civilian over an adventurer, read up all the various rules on making explosives and alchemy stuff’ but avoiding magic spell lists and finding a class for her is trickier.