Before I go any farther, I want you to know that I am an affirmed rules minimalist. I am completely fine with any RPG that doesn't have skills, feats, or endless, stackable bonuses; "player agency" is all about the players asking the right questions not rolling Perception every time they ask "what do I see?" nor is it piling on extra abilities every level, and "balanced game" means giving players the chance to retreat - even if they don't take it.Dread Delgath wrote:I also agree that 5e isn't 'granular' enough for science fiction, and I think that is a good thing. I like my D&D to be less granular and a little more quick - because my medieval fantasy imagination is always in overdrive, and I can always fill in the blanks - and I like my D&D to have plenty of blank space. Sci-fi needs to have more defined niches, as it is SCIENCE FICTION after all. The science needs to be there to back up the fiction. Fantasy never needed science to back up the fiction "because magic".
I bought Starfinder last week and I haven't finished giving it a good skim, I like it a lot. It is granular enough to satisfy my sci-fi/fan needs; it has a wide variety of character types via races, classes and themes (not backgrounds like 5e has), and the equipment section is like something out of MegaTraveller, with all the weapons books from all GDW sourcebooks combined, starship combat seems detailed like Traveller, but simple enough to run like Star Frontiers Knight Hawks. The campaign setting focuses on the Golarian Star System - which I like very much, and that is reminiscent of Buck Rogers XXVc. I hope Starfinder does a campaign book on each planet and the major space stations.Dragonhelm wrote:Do you think that 5e would be good for science fantasy (i.e. Dragonstar, Starfinder, Star Wars)?
Another plus with Starfinder: I don't have to convert 5e to a sci-fi/fan game. I don't see the appeal for anyone doing it now: just buy Starfinder instead and save yourself the trouble? Maybe I'm the only one who thinks this way and has far too much to do not to have the time to do a proper conversion?Dragonhelm wrote:Personally, I think that 5e would work just fine for sci-fi or science fantasy. It's just a matter of how much detail you want, and whether you're going for realism or for cinematic.
I can't say anything about this, since I don't have it, I don't know who did it, and what format is it available in? Did it cost anything? I only ask about the price because I'm a f***ing cheapskate because... Real Life.Dragonhelm wrote:Also, for the record, I enjoyed the Expanded Psionics Handbook.
About psionics: I have the UA "Mystic" class, along with all the associated disciplines and talents described, and I haven't read much of it yet - but what I have read is a pretty good treatment of what psionics was supposed to be in AD&D1e and AD&D2e, but kept getting farther and farther away from the original design in 0 edition D&D.
I like the philosophy of 5e so far, and that is: "This is the 5e rules. There won't be any more rules added later." Or, at least I think that summarizes WotC's stance when the 3 core books were released, and, to their credit - they have not released any more rules (EDIT: Okay, I think UA psionics might be "new" rules...). They've expanded races, classes, spells, magic items, monsters and feats - and done so without upsetting the rules they already have in place. This is a system with a good, wide, solid base from which to build on.
Is it missing a few things like name-level characters building strongholds and mass combat? Yes, but I can whip out "Wilderness & Underworld Adventures" (0e book 3) and the original Chainmail combat system use those rules. I don't need 5e to do those for me.
If 5e tackled some sci-fi/fan elements, they'd probably do it best via old adventure modules like "Temple of the Frog", "Expedition to the Barrier Peaks" and "City of the Gods". These are adventures that use the rules without adding major rule components to the set on the whole. Yes, they introduced new equipment, but there are no new rules for energy ranged weapons, space powerz (The Force, mutations, psionics (wait... nevermind... I already admitted that I think UA psionics are "new rules"...) etc.), nor are there new skills or feats, although, if the adventure is going to be a major setting for awhile in the campaign, then some downtime could be used to learn how high tech equipment works.