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RULES--Q & A.

Posted by StarMasterFor group 0
StarMaster
GM, 17 posts
Thu 14 Nov 2013
at 02:53
  • msg #1

Rules Q & A

Okay, here's a thread for questions (and hopefully answers) about the game rules, especially character generation.

I've been building my character, and have had to make some assumptions. It's hard bouncing around in the book to find answers.

So ask away!
Lord Vince
player, 1 post
Thu 14 Nov 2013
at 04:26
  • msg #2

Re: Rules Q & A

In reply to StarMaster (msg # 1):

Hey there.  New guy, looking to join up...

Quick question.  There's been some talk about potential "allied Aliens" on the Team(s).  You gonna place any restriction on the number of Aliens?  I mean, not that I expect it, but if, say, 5 of us ended up wanting to play "aliens", that could be a whole Team of "aliens".

In a related vein, what about us Terrans?  I'm guessing we could be from any of the IOC countries?  Either Military or Non-Military?  Can I be Estonian?  Oh, Oh!! I know! How about Andorran?  Would/is Andorra on the Steering Committee? ^_^

Right now I'm leaning towards, maybe, either an older, male, Polish Professor of Anthropology (and maybe a Linguist) who might be Military (his Soviet-era Red Army Reserve Commission gets activated).

Or, I'm also thinking, maybe, a young, female, Japanese Defence Forces techie (who's actually from their Intelligence Directorate).  For this one, I haven't decided if she'll be fan-obsessed with Hello Kitty, or Space Battleship Yamato ^_^
Lord Vince
player, 3 posts
Thu 14 Nov 2013
at 05:05
  • msg #3

Re: Rules Q & A

In reply to Lord Vince (msg # 2):

Okay, next question.

I'm looking at this character record sheet StarMaster put up, and then I'm looking in the SG-1 rulebook, and now I'm wondering -- how are Ability Scores being done?  Am I gonna role 3d6 six times?  Am I spending points, and if so, how many?
StarMaster
GM, 19 posts
Thu 14 Nov 2013
at 05:07
  • msg #4

Re: Rules Q & A

Although we haven't put up any restrictions on species, an entire team of aliens would be a bit difficult to justify. Not even General Hammond would go for that.


As for Tauri nationalities, sure, any are valid, as long as you have a good back backstory. You don't have to be just from IOC countries. Political machinations could easily send a 'Ziva David' into the Stargate program... as long as the Israelis think it's a 'deepspace listening' program.



There should be a revised character sheet put up tomorrow, along with our character generation rules. I'm leaning towards preset values assigned how you want. Just need to confer with the other GM.
Lord Vince
player, 4 posts
Thu 14 Nov 2013
at 06:33
  • msg #5

Re: Rules Q & A

In reply to StarMaster (msg # 4):

Ooooo...Maltese.  I should definately be Maltese ^_^  And then, I give myself the last name of Falcon...
BadCatMan
player, 19 posts
Thu 14 Nov 2013
at 10:23
  • msg #6

Re: Rules Q & A

It looks like four or five of us are looking at non-Earthlings, so it'll probably be 2/5 and 3/5 aliens at least. I like the idea of more non-Earthlings getting involved, but we'd probably feel less special. :)

I have a rules question: do you gain feats at levels 1, 3, 6, etc. and ability score bonuses at levels 4, 8, etc., as normal for a d20 system? I can't find it specifically stated anywhere. The book refers a lot to a Player's Handbook — I assume the D&D 3rd edition book, but I'm not sure how much applies. I suppose it sucks to be someone who didn't play D&D 3.x.
This message was last edited by the player at 10:29, Thu 14 Nov 2013.
The Keeper
GM, 19 posts
The Gamekeeper
You are my Residents.
Thu 14 Nov 2013
at 12:00
  • msg #7

Re: Rules Q & A

We are still trying to find what could be the best solution. When the rules are not clear, we try to fill the hole by putting our own rules. :)
When we will be done, we will release the character creation process to you all. :)
Hendell
player, 3 posts
Thu 14 Nov 2013
at 18:14
  • msg #8

Re: Rules Q & A

The Stargate game has the unfortunate fate of being based on the now almost impossible to find first edition of the Spycraft rules that have been completely replaced by the Spycraft 2.0 book which is such a big rules change it is no longer compatible with Stargate.

Generally any D&D 3.0 or 3.5 rules will work just fine in the rare case that the Stargate system has not replaced them with something else as all D20 games tend to share a basic level of similarity, particularly in the character generation stage.

On the subject of character creation did we decide on starting as trainees or at something of a higher level?
StarMaster
GM, 21 posts
Thu 14 Nov 2013
at 18:35
  • msg #9

Re: Rules Q & A

Characters will not start as trainees, but they've yet to go on their first off-world mission. I am thinking, though, that as trainees, they did go through the stargate at some point as part of their training; they just didn't go through as a team. Clearly, all the aliens had to go through the gate to get to earth... well, not always, but that's probably the way to go.
adrasteia1
player, 10 posts
Fri 15 Nov 2013
at 10:35
  • msg #10

Re: Rules Q & A

I was thinking that my character could perhaps start on the first planet you go to, but I guess that's up to the GMs?

She'll be a bit Vala-ish, so the planet you go to doesn't have to be reflective of her own homeworld.
StarMaster
GM, 27 posts
Sat 16 Nov 2013
at 02:47
  • msg #11

Re: Rules Q & A

Sure, that works for me.

Now we just have to come up with a good reason why she'd be pulled into SGC.
Kerys Swift
player, 11 posts
Sat 16 Nov 2013
at 10:05
  • msg #12

Re: Rules Q & A

I could try and rob you? *laughs* You could trust me because you're in a hostile environment? Optionally, you could win me in a poker game?
StarMaster
GM, 28 posts
Sat 16 Nov 2013
at 10:17
  • msg #13

Re: Rules Q & A

Little Myth Marker in dragon poker... but would that really be 'winning'?

How's your character coming along?
Kerys Swift
player, 12 posts
Sat 16 Nov 2013
at 10:22
  • msg #14

Re: Rules Q & A

I haven't created her yet but I can put some work into her over the next day, if that's okay?

I'm overseas (well technically back home, but overseas from where I usually live) on holiday and don't have the gaming book with me. Where can I find the basics I need to create her? Is there a web site or a specific post I can use as a guide? I saw the sheet is under character details now.

It's the Stargate SG-1: Roleplaying Game?
The Keeper
GM, 28 posts
The Gamekeeper
You are my Residents.
Sat 16 Nov 2013
at 11:56
  • msg #15

Re: Rules Q & A

It's fine if you can work on your character for the coming days, no worries. :)
It's the Stargate SG-1 : Roleplaying Game from AEG, yep. You can start to use this message to create your character while you wait for your book : link to a message in this game
Hilda
player, 24 posts
Sat 16 Nov 2013
at 12:01
  • msg #16

Re: Rules Q & A

The thread is in the wrong group.
Kerys Swift
player, 13 posts
Sat 16 Nov 2013
at 12:07
  • msg #17

Re: Rules Q & A

Thanks, but *nods*, the thread is in a group I can't see/access.
The Keeper
GM, 30 posts
The Gamekeeper
You are my Residents.
Sat 16 Nov 2013
at 13:47
  • msg #18

Re: Rules Q & A

It should be done. Sorry for the inconvenience.
Hilda
player, 26 posts
Sat 16 Nov 2013
at 14:29
  • msg #19

Re: Rules Q & A

It's visible now, thanks.

I have a rules question. If I start as a Primitive Near-Human Scout at level 1, I lose most of the Weapon Group Proficiency feats, and get only Hurled and Melee. If I then multiclass into Soldier, say, would I then get WGPs for Handgun, Rifle, and Tactical? Or am I forever blocked from receiving the class proficiency feats, and have to take them separately?

Also, can I use the Cimmerian species from Friends & Foes, the Season 2 sourcebook? It's basically a special case of Primitive Near-Human: +2 Con, -2 Cha, bonuses to Balance and Survival, and the Forest Training feat.
This message was last edited by the player at 14:32, Sat 16 Nov 2013.
The Keeper
GM, 32 posts
The Gamekeeper
You are my Residents.
Sat 16 Nov 2013
at 14:45
  • msg #20

Re: Rules Q & A

There's no problem that you can be a Cimmerian. They are well known and allies with Earth so we can find a pretext for you to join the team.

I don't know about the multiclass rule yet. I need to read this part of the book to be sure. Or maybe StarMaster will answer before me as I'm working at the moment.
Hilda
player, 28 posts
Sat 16 Nov 2013
at 14:53
  • msg #21

Re: Rules Q & A

I mean, are the different rules for the Cimmerians acceptable?
The Keeper
GM, 34 posts
The Gamekeeper
You are my Residents.
Sat 16 Nov 2013
at 15:17
  • msg #22

Re: Rules Q & A

Yep, it is.
Hilda
player, 29 posts
Sat 16 Nov 2013
at 15:20
  • msg #23

Re: Rules Q & A

Thanks.
HornetCorset
player, 10 posts
Mon 18 Nov 2013
at 02:35
  • msg #24

Re: Rules Q & A

I have a question that isn't exactly related to the rules. I had to look away for the last week (Sorry, school is approaching finals, and stuff is getting due.), and this thing sorta exploded during that time. Question: What did I miss?
StarMaster
GM, 31 posts
Mon 18 Nov 2013
at 03:00
  • msg #25

Re: Rules Q & A

Nothing yet, really. Since it looked like we had enough players to form two teams, I was recruited to GM the second team.

We posted character gen rules, put up a revised character sheet for all players under Character Details, and we're just waiting for people to finish their characters.
Hilda
player, 32 posts
Mon 18 Nov 2013
at 03:08
  • msg #26

Re: Rules Q & A

I've nearly finished building mine. I just need to pick one more feat, depending on whether I need to take a Weapon Group Proficiency feat for a gun now, or whether I can get one by multiclassing at level 2. That's waiting on a ruling to my question above.

I also need to read the rules on equipment and gear picks and choose my equipment, and try to get a sword, shield and bow. Hilda may have a rifle, but might not do much more than spray bullets in the general direction of the enemy at this stage. :)

The Stargate RPG lacks for stats on archaic armour and shields. Can we pinch them from D&D or d20 Modern?

Otherwise, I'm polishing off Hilda's background, personality and description now.
Vasandra Tourmaline
player, 5 posts
Mon 18 Nov 2013
at 03:34
  • msg #27

Re: Rules Q & A

As the armor rules are significantly different in Stargate from anything else I would suggest picking one of the existing armors to use the statistical data for and just changing the name to an equivalent archaic armor.  Swords and Bows from any D20 source however should work fine as the weapon rules are effectively unchanged.

Not to step on anyone's toes but the strict reading of the rules says nothing about primitive characters being denied access to the higher tech starting feats after 1st level so unless you were still stuck in a low tech world by the time you picked up a second class you should get all the normal starting feats from that new class as usual.
Hilda
player, 33 posts
Mon 18 Nov 2013
at 03:39
  • msg #28

Re: Rules Q & A

Oh yeah, they have damage reduction too. Thanks.

Yeah, that was my thinking too. The game is already tough enough on Near-Humans without extra sub-specialty bonuses and limited proficiencies.
Hilda
player, 34 posts
It ain't over till the
fat lady sings.
Tue 19 Nov 2013
at 03:08
  • msg #29

Re: Rules Q & A

Well, I've gone and picked another feat and left the proficiencies for later. I've read the equipment rules and finished building; weapon and armour stats will depend on what equipment I get.

But Hilda's not proficient in any of the weapons available in any of the bundles, bar the knives. I wanted a sword, bow, and shield, but there's no Primitive Weaponry weapons bundle. :(

With only one gear pick, I also can't get much separately. A sword or compound bow are two picks each. An axe is one and would be fine, but for some reason is an exotic weapon and requires an extra WGP feat. :(

Whinge!

Can I switch items in and out of my bundles, say drop a gun for primitive weapons of equivalent gear pick points? Or can I just reflavour some of the items, say call the riot shield from the Riot/Crowd Control weapon bundle a Viking shield (which I was planning anyway), or call the machete from the Forest Scout bundle a sword?

How did Teal'c get to bring along his staff weapon so often anyway?
This message was last edited by the player at 03:10, Tue 19 Nov 2013.
Vasandra Tourmaline
player, 6 posts
Tue 19 Nov 2013
at 05:04
  • msg #30

Re: Rules Q & A

First off the easy answer.  Nobody tells Teal'c no when he is gearing up, it just doesn't happen.

I would think picking a 'mostly' useful bundle like the riot control one and renaming the armor/shield would be a perfectly reasonable 'quick fix' as you will likely only need it in the introductory stages of the story, subbing out equal point value of modern weapons for swords and bows shouldn't cause any particular problems with the system mechanics either.

The axe being part of a separate weapon group is however likely something we do not want to undo without a more detailed inspection of why they are separate, which if you really need an axe we could get into but it sounds like you would rather a sword anyways.
StarMaster
GM, 32 posts
Tue 19 Nov 2013
at 06:43
  • msg #31

Re: Rules Q & A

Yeah, the rules didn't take into account that a primitive character might ever join the SGC.

Primitive Near-Humans get the Weapon Proficiency Group (hurled) and the Weapon Proficiency Group (melee) feat for free. The first includes all primitive ranged weapons: bow, crossbow, throwing knives, sling, etc. The second includes swords, axes, daggers, maces, flails, clubs, etc.

So Hilda's all set with weapon proficiencies.


As for bundles, how about this one:

Primitive Scout Bundle (replaces standard team bundle)
   Trail backpack (to store bundle)
   1 set forest camouflaged scouting clothes
   Compass, magnetic
   Camouflage cloak
   2 days trail rations
   1 jar face paint
   1 canteen
   1 Sword or other melee weapon
   2 throwing knives
   1 composite long bow or crossbow (20 arrows in quiver)
   100-feet rope
   5 glowsticks
   Hunting knife


I think the rules writers were just figuring any 'primitive' characters would be NPCs and would conform to the 3.0 PHB/DMG.
Hilda
player, 35 posts
It ain't over till the
fat lady sings.
Tue 19 Nov 2013
at 07:07
  • msg #32

Re: Rules Q & A

Actually, the WGP (exotic - primitive) feat is needed to pick up Primitive weapons, as on page 244. They're defined as Hand-to-Hand and Thrown weapons, not Melee and Hurled, strangely, even though they mean the exact same thing. Page 330 says WGP (primitive) is needed to wield them. But under feats it says WGP (melee) is needed to wield them properly — I assume that to be in error, since it contradicts the rest of the section. (There are a lot of errors in this book.)

I'd have preferred an axe for style value, but its in a separate weapon group, and, strangely, less powerful, dealing 1d8 damage with a 19-20 crit range, 1-2 error range. The medium sword is also 1d8, but with an 18-20 crit range and an error of 1. I didn't want to spend a feat for a weaker weapon.

Most of the primitive weapons are closely comparable to the melee weapons. The issue appears to be one of rarity or access to SGC personnel. I guess the SGC doesn't teach medieval European weaponry or the like (which would actually be sensible given the worlds they go to).

I get that the system encourages the standard US soldier character. It's just weird that I haven't done anything special by the rules (a Primitive Scout is nearly mandatory), I'm already playing something relatively weak, and I suddenly lose all options.

Starmaster: Thanks! Does that replace the Forest Scout bundle?

Hilda will upgrade later as she gets more proficiencies and options. Though I'd like to keep the sword and shield for style, like Teal'c's staff weapon or Ronon's sword. Maybe one day Hilda can get a trinium shield or something.
This message was last edited by the player at 07:49, Tue 19 Nov 2013.
StarMaster
GM, 33 posts
Tue 19 Nov 2013
at 07:20
  • msg #33

Re: Rules Q & A

Hmmm. Yes, they seem to have vascillated on their terminology, since under Near-Humans, Primitive, it lists the feats as WGP (hurled) and WGP (melee), and explains them as covering bows and axes. As a primitive near-human, you get them as is. If a Human or Jaffa wanted to learned them, for instance, they'd have to get them as individual feats.

That's the way I'd interpret it. After all, most Humans simply don't get that kind of training any more. If someone attacks you with a sword, you pull out your gun and shoot him (re the Indiana Jones scene).

The Primitive Scout Bundle doesn't replace the Forest Scout Bundle; it just offers another option. I also forgot to put armor on there. I was thinking leather armor and shield or chain shirt as options.
Hilda
player, 36 posts
It ain't over till the
fat lady sings.
Tue 19 Nov 2013
at 08:59
  • msg #34

Re: Rules Q & A

Okay. I'll pick a few likely primitive weapons for Hilda to be proficient in as a primitive Cimmerian/Viking: dagger, sickle (Hilda was a farmer), broad axe, broad sword, warhammer, and polearm.

Some old-fashioned leather or hide armour would be near-nothing compared to modern armour options, and won't be any better than the standard tactical deployment vest of the SG team bundle. So I'll skip that.

With the Primitive Scout bundle and the Riot/Crowd Control bundle for a reflavoured shield, I should have everything I need, ta. :) Plus, a shotgun. :D (Oh, it's nonlethal.)
This message was last edited by the player at 09:30, Tue 19 Nov 2013.
Hilda
player, 37 posts
It ain't over till the
fat lady sings.
Wed 20 Nov 2013
at 05:15
  • msg #35

Re: Rules Q & A

I've finished building my character. Thanks to everyone for helping.

The GMs can find it in my character details. Should I post my sheet or other information publicly?
This message had punctuation tweaked by the player at 09:32, Wed 20 Nov 2013.
The Keeper
GM, 35 posts
The Gamekeeper
You are my Residents.
Wed 20 Nov 2013
at 09:26
  • msg #36

Re: Rules Q & A

This is up to you. I think it can be interesting to publish your character sheet to everybody so they can know what you have done in order to have complementary skills / feats.

You can also publish only some part of the sheet if you want to keep some of them secret.
Hilda
player, 38 posts
It ain't over till the
fat lady sings.
Wed 20 Nov 2013
at 09:34
  • msg #37

Re: Rules Q & A

I don't have anything to hide. I figure we might have been training together a while, and would at least know of each other.

I'll stick the sheet up in the other thread, and add my background to my Description.
Kianan-Meredy
player, 8 posts
Tok'ra Warrior Scientist
Medic/Mechanic
Tue 22 Aug 2017
at 01:55
  • msg #38

Re: Rules Q & A

Out of curiosity, are you using the racial modifiers for things like first aid?
StarMaster
GM, 801 posts
Storyteller
License to Tamper
Tue 22 Aug 2017
at 14:18
  • msg #39

Re: Rules Q & A

Don't think it has come up yet, but, yes, I was planning on using them.
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