More 5E Space Stuff

Glop Grenades: Damage: 1 bludgeoning (but see notes), 1 lb., Range: 25/70.

Notes: Three adjacent targets need to make Dexterity saving throws vs. DC 15 or suffer the Restrained condition for 1d6+2 rounds.

Gauss Pistols: Damage 1d6 lightening, 2 lbs., Range 30/120. Targets are treated as having AC 10 + Dex bonus. If the target is wearing light metal armor, the attack roll gains a +2 bonus; and they’re wearing heavy metal armor, the bonus is +4.

  • It’s a bad idea to wear a lot of metal while firing a Gyrojet pistol; any misfire or fumble is likely to hit the wielder, and such shots at close range will do double damage! For the purposes of the Gauss Pistol, a Space Suit is not considered to be wearing a “lot of metal”, since the suit is mostly plastic polymers.

Gyrojet Pistols: Damage 1d10 piercing, 3 lbs., Range 30/120. Gyrojet pistols are tiny missiles with their own independent sensor, guidance, and targeting systems.

  • The target loses any benefit from cover.
  • Attacks against invisible targets don’t suffer disadvantage.
  • Gyrojet pistols only hold four shots before they must reload. When discovered, a Gyrojet Pistol has 1d4 shots remaining.

Space Suit (Heavy Armor): AC 15, Stealth: Disadvantage, 80 lbs. The suit provides perpetual clean air, and the target has advantage on all saving throws against heat, cold, and sensory assaults (bright lights, loud noises, etc.).

And now for something a little different. I’m planning on running The Islands of Purple-Haunted Putrescence with 5E soon, and I think this random artifact would fit right in.

Col-Ran: This glowing purple orb is a sentient artifact, and the source of great evil throughout the universe.

  • Death Touch: Anyone that touches it suffers 1d4 points of CON damage, and there’s a 10% chance anyone killed by the Col-Ran is immediately raised as a mindless, ravening zombie.
  • Gate: The Col-Ran can be used to facilitate dimensional travel, casting Gate 1/day. The Col-Ran generally only does this to throw good-aligned characters into terrible, desperate situations (wars, plagues, zombie uprisings), because it amuses the Col-Ran to watch people suffer.
  • Murder Frenzy: When it amuses the Col-Ran, it can add +1d4 to a target’s STR and CON, and +2d6 to HP, but driving them into a murderous frenzy. The target chooses one prominent target in the area, and fixates on killing them. The effect lasts 2d10 rounds, but the target can shake it off for one round with a Wisdom saving throw against DC 20.

None of this stuff is playtested in the slightest, but it’s a fun exercise in learning the system and figuring out how things balance.

July 19th, 2014 | D&D 5E, Stats | No comments

Noodling with some 5E stuff

I was a hard sell on D&D Next. After 4th Edition, I had basically written off D&D. I was pretty sure Wizards had completely lost their way. Turns out I was wrong. They were smart enough to listen to the fans.

After perusing some playtest materials about a week before the Basic Set dropped, I was interested enough to grab the Basic Rules and the Starter Set box. The 5th Edition of Dungeons & Dragons is out, and I love it so far. I miss our old dungeon crawling campaigns. 5E is really trying to capture the old-school feel, the stuff that made roleplaying and made it great. It’s succeeding with me a lot better than any other new-fangled game I’ve tried recently.

So with that in mind, what’s more old-school than shooting a dragon with a laser you got from a crashed UFO?

Laser Pistol: Damage 1d8 radiant, 2 lbs., Range 30/120.
Laser Rifle: Damage 1d10 radiant, 4 lbs., Range 40/120, Two-Handed.
Phase Weapons: As with Laser Pistols and Laser Rifles, but also has a stun setting. Target must make a CON save or stunned for 1d4+1 rounds. DC is 15 for Pistols and 20 for Rifles.
Light Sword: Damage 1d10 radiant, 2 lbs., Versatile (1d12), Finesse.
Photon Grenade: Damage 1d10 radiant, 1 lb., Range 25/70. Affects up to 3 adjacent targets.

Energy Weapon Proficiency is a new category of weapons, aside from simple and martial. Adventurers don’t gain their Proficiency bonus to attack rolls until they spend a feat slot to learn Energy weapons.

Alternatively, if the PC uses an energy weapon reliably for most of the time they spend gaining a level, the DM may allow that PC to treat the weapon as martial from then on. Or the DM can let the PC spend a point of Inspiration to suddenly figure out energy weapons. Or, in a science fantasy or space fantasy campaign, they can ignore the whole issue and treat energy weapons as martial.

Ammunition for energy weapons is pretty hard to find outside of spaceship ruins. Most energy weapons, when found, have 1d30 charges.

Unwieldy: Energy weapons are kind of scary and unwieldy for primitive types (like most PCs) to use. If the PCs wield them carefully, they take a disadvantage on their rolls. If they don’t, a natural roll of 2 or 3 are treated as a natural 1 on attack rolls. Once a PC becomes proficient with energy weapons, they no longer need to worry about this issue.

July 14th, 2014 | D&D 5E, Stats | No comments