Doctors and Daleks: Difference between revisions
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'''''Doctors and Daleks''''' was | '''''Doctors and Daleks''''' was a roleplaying game released by [[Cubicle Seven|Cubicle 7]] in 2022. It was a “parallel” game to ''[[Adventures in Time and Space: The Roleplaying Game]]'', using a heavily adapted version of the rules for the fifth edition of ''[[Dungeons & Dragons]]'' rather than the original Vortex system rules of ''Adventures in Time and Space''. | ||
== Publisher summary == | == Publisher summary == | ||
''A New Way to Adventure through all of Space and Time'' | ''A New Way to Adventure through all of Space and Time'' | ||
Doctors and Daleks brings the epic adventures of the Universe’s most famous Time Lord to the world’s most popular roleplaying game. Running parallel to the award winning Doctor Who: The Roleplaying Game, Doctors and Daleks is a new line of products that brings Doctor Who adventures to your table using 5th Edition rules. | ''Doctors and Daleks'' brings the epic adventures of the Universe’s most famous Time Lord to the world’s most popular roleplaying game. Running parallel to the award winning ''Doctor Who: The Roleplaying Game'', ''Doctors and Daleks'' is a new line of products that brings ''Doctor Who'' adventures to your table using 5th Edition rules. | ||
== Releases and revisions == | == Releases and revisions == | ||
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* ''[[Doctors and Daleks Alien Archive]]'' | * ''[[Doctors and Daleks Alien Archive]]'' | ||
* ''[[The Keys of Scaravore (game)|The Keys of Scaravore]]'' | * ''[[The Keys of Scaravore (game)|The Keys of Scaravore]]'' | ||
All three books were also available in a TARDIS slipcase as ''Doctors and Daleks: Collector’s Edition''. | |||
== Game mechanics == | |||
As an adaptation of fifth edition ''[[Dungeons & Dragons]]'', many of the basic mechanics are shared between the two games. Characters have six “Ability Scores” - Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma - which define their basic capabilities. Each has a score (typically of between 8 and 20), and a modifier (typically between -1 and +5). To resolve an action with a chance of failure, a player makes an “Ability Check” by rolling a twenty-sided dice and adds a modifier based on the appropriate Ability Score; they may also add additional bonuses, such as a “proficiency bonus” representing training in a specific skill. If this result equals or exceeds a “Difficulty Class” set by the Game Master, the action succeeds. Attack rolls (for affecting other creatures negatively) and saving throws (for avoiding danger) are resolved in a similar way. | |||
=== Differences from ''Dungeons & Dragons'' === | |||
While these basics are the same, many other rules are heavily modified to try and provide a similar play experience as ''Adventures in Space and Time''. Some key differences include: | |||
* The fantasy classes (like Fighter, Wizard, Rogue and Cleric) are replaced with six classes based on each of the six Ability Scores, similar to the older game ''d20 Modern''. | |||
** These classes are the Charmer (Charisma), Empath (Wisdom), Protector (Strength), Stalwart (Constitution), Thinker (Intelligence) and Trickster (Dexterity). | |||
** Each class has a number of “subclasses” - specialisations like “The Boffin”, “The Criminal” or “The Survivalist”. | |||
* All references to magic are largely replaced by technology, and the game uses the Technology Levels from Adventures in Space and Time to alter many roles depending on the character’s level of technical understanding and the level of technology being used. | |||
* Spells are replaced by Quips, which represent “the power of conversation in ''Doctor Who''”. They are special abilities that usually involve using words to persuade, distract or annoy someone, and can potentially inflict “emotional damage”. All classes have access to at least some Quips, and some of them are adaptations of spells from the 5th-edition basic rules. | |||
* The game introduces many rules for non-violent conflict, including the initiative rules from ''Adventures in Space and Time'', in which has characters who are talking go first, those who are doing something non-violent go second, and attackers go last. | |||
== External links == | == External links == | ||
'' | * [https://cubicle7games.com/blog/what-is-‘doctors-and-daleks What is 'Doctors and Daleks'?] - introductory blog post from [[Cubicle Seven|Cubicle 7]] | ||
{{Template:Roleplaying_games}} | {{Template:Roleplaying_games}} |
Revision as of 09:35, 4 July 2024
Unlike other fictional universes, the Doctor Who universe is created solely by fiction. To us, this is not a valid source. Information from this source can only be used in "behind the scenes" sections, or on pages about real world topics.
Doctors and Daleks was a roleplaying game released by Cubicle 7 in 2022. It was a “parallel” game to Adventures in Time and Space: The Roleplaying Game, using a heavily adapted version of the rules for the fifth edition of Dungeons & Dragons rather than the original Vortex system rules of Adventures in Time and Space.
Publisher summary
A New Way to Adventure through all of Space and Time
Doctors and Daleks brings the epic adventures of the Universe’s most famous Time Lord to the world’s most popular roleplaying game. Running parallel to the award winning Doctor Who: The Roleplaying Game, Doctors and Daleks is a new line of products that brings Doctor Who adventures to your table using 5th Edition rules.
Releases and revisions
The releases were:
All three books were also available in a TARDIS slipcase as Doctors and Daleks: Collector’s Edition.
Game mechanics
As an adaptation of fifth edition Dungeons & Dragons, many of the basic mechanics are shared between the two games. Characters have six “Ability Scores” - Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma - which define their basic capabilities. Each has a score (typically of between 8 and 20), and a modifier (typically between -1 and +5). To resolve an action with a chance of failure, a player makes an “Ability Check” by rolling a twenty-sided dice and adds a modifier based on the appropriate Ability Score; they may also add additional bonuses, such as a “proficiency bonus” representing training in a specific skill. If this result equals or exceeds a “Difficulty Class” set by the Game Master, the action succeeds. Attack rolls (for affecting other creatures negatively) and saving throws (for avoiding danger) are resolved in a similar way.
Differences from Dungeons & Dragons
While these basics are the same, many other rules are heavily modified to try and provide a similar play experience as Adventures in Space and Time. Some key differences include:
- The fantasy classes (like Fighter, Wizard, Rogue and Cleric) are replaced with six classes based on each of the six Ability Scores, similar to the older game d20 Modern.
- These classes are the Charmer (Charisma), Empath (Wisdom), Protector (Strength), Stalwart (Constitution), Thinker (Intelligence) and Trickster (Dexterity).
- Each class has a number of “subclasses” - specialisations like “The Boffin”, “The Criminal” or “The Survivalist”.
- All references to magic are largely replaced by technology, and the game uses the Technology Levels from Adventures in Space and Time to alter many roles depending on the character’s level of technical understanding and the level of technology being used.
- Spells are replaced by Quips, which represent “the power of conversation in Doctor Who”. They are special abilities that usually involve using words to persuade, distract or annoy someone, and can potentially inflict “emotional damage”. All classes have access to at least some Quips, and some of them are adaptations of spells from the 5th-edition basic rules.
- The game introduces many rules for non-violent conflict, including the initiative rules from Adventures in Space and Time, in which has characters who are talking go first, those who are doing something non-violent go second, and attackers go last.
External links
- What is 'Doctors and Daleks'? - introductory blog post from Cubicle 7
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