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Drell appearance is very similar to asari and humans, but their muscle tissue is slightly denser, giving them a wiry strength.
Because the drell ancestors emerged from arid, rocky deserts, the humid, ocean-covered hanar homeworld of Kahje proved tolerable only when the drell stayed inside a climate-controlled dome city.

Saisei wrote:Looks good. A Couple of things:
- You spelled Archaeology wrong
I'm currently on vacation and only took the .pdf with me to upload. I'll fix the spelling errors as soon as I get home. And yeah, my english spelling kind of sucks- Gun Focuses: Don't really understand the logic behind the gun forcuses. The Sniper Rifle being Perception I can kind of get but I really don't understand why Strength would help you to aim better with a Shotgun or Assault Rifle. Curious as to why you changed it from Dexterity to aim and Perception for Damage.
The thought that occured to me, when taking strength as the weapon ability for assault rifles and shotguns was, that you don't really carefully aim with those, and the focus should be on holding the weapon steady, firing a burst of bullets and hope one of those hits (I've never held a rifle or a shotgun in real life though, so I might be wrong with that). So in order to hold it steady, you'd need to be stronger to counter the backstroke.- You could probably make Bypassing and Hacking the same Focus. I know they're two separate thing sin the game but they're pretty similar, especially in tabletop terms.
You're right about that, I'll think about it.- You spelled Strength wrong on the Batarian table.
- Drell: I wouldn't give Drell the chpice of Willpower (Memory) as a focus. Instead I'd say "You are a Drell and therefore have perfect recollection. You automatically succeed any Willpower (Memory) tests."
I don't thing a bonus to Constitution fits for the Drell, I think Strength instead. From the wiki:Drell appearance is very similar to asari and humans, but their muscle tissue is slightly denser, giving them a wiry strength.
And...Because the drell ancestors emerged from arid, rocky deserts, the humid, ocean-covered hanar homeworld of Kahje proved tolerable only when the drell stayed inside a climate-controlled dome city.
So they haven't actually adapted really. They still have to live in a protected city, similar to how Quarians have to stay in their suits.
Good point with the background ability bonus. I'll change that in the next version. I'll stick to the Willpower (Memory) focus though because of gameplay reasons. A Willpower (Memory) roll should be called, if the player actually forgot something important that the character should know. Giving the character the ability to automatically remember anything the players ever learned can be quite gamebreaking. I've experienced that from rolemaster, where an ability called 'Total Recall' exists, which just gives you a +100 bonus on memory rolls (Rolemaster is a d100 system) basically making every memory roll succeed.- Humans: Earthborn - It feels like they should get a bonus to Dexterity instead of Strength for having to be sly. But either works.
- You spelled Strength wrong in the Earthborn benefits.
- You spelled Strength wrong on the Krogan table.
- I kind of just skimmed the rest after the backgrounds but it looks good. I have to say really really impressive stuff, especially with the amount of work put in. Great stuff

Saisei wrote:Gun Focuses: Don't really understand the logic behind the gun forcuses. The Sniper Rifle being Perception I can kind of get but I really don't understand why Strength would help you to aim better with a Shotgun or Assault Rifle. Curious as to why you changed it from Dexterity to aim and Perception for Damage.
You could probably make Bypassing and Hacking the same Focus. I know they're two separate thing sin the game but they're pretty similar, especially in tabletop terms.
Drell: I wouldn't give Drell the chpice of Willpower (Memory) as a focus. Instead I'd say "You are a Drell and therefore have perfect recollection. You automatically succeed any Willpower (Memory) tests."
I don't thing a bonus to Constitution fits for the Drell, I think Strength instead. From the wiki:Drell appearance is very similar to asari and humans, but their muscle tissue is slightly denser, giving them a wiry strength.
And...Because the drell ancestors emerged from arid, rocky deserts, the humid, ocean-covered hanar homeworld of Kahje proved tolerable only when the drell stayed inside a climate-controlled dome city.
So they haven't actually adapted really. They still have to live in a protected city, similar to how Quarians have to stay in their suits.

That's assuming these guns actually have high recoil. Weapons in the ME setting work by using electromagnetic mass acceleration instead of the "controlled explosions" we use today, which would make for a far more efficient means of delivering damage - as long as the projectile size is kept small enough and launch velocity doesn't exceed a certain threshold...Woodclaw wrote:Shotguns and Assault Rifles are recoil-heavy weapons. The biggest problem when firing is keeping them lined properly with the target and counter the barrel climb, using Strength makes a certain amount of sense.



Estoirtoh wrote:Version 1.01 is now finished. Get it here.
Changes:
- Strength (Assault Rifles) is now Perception (Assault Rifles). Assault Rifles are weapons with longer range and thus need good aim to hit a target.
- Dexterity (Pistols) is now Perception (Pistols). Pistols are close range weapons, but they can fire only one shot at a time. This shot needs to be well placed.
- Strength (Shotguns) is now Dexterity (Shotguns). Shotguns are close range weapons, and the carrier needs good handling to use them.
- Hacking and Bypassing are now the same focus. The Electronics talent has been changed accordingly.
- Drell now gain +1 Strength instead of +1 Constitution.
- Reworked weapon strength requirements. Heavy Weapons now have a strength requirement the carrier must meet to use them at all. Omni-Blades no longer have a strength requirement.
- Fixed some spelling errors.
- Backgrounds which had access to the Soldier class now have access to the Combat class.


You have learned how to properly shoulder your assault rifle and fire tight concentrated bursts. When executing the Burst Fire action you can elect to spend only 3 shots or reduce the penality to -2.

Woodclaw wrote:Ok Estoirtoh, I've done some checks and run a test session and I think that there are some things ideas I can put on the table.
First of all the doubts
- There's one thing unclear about how the various training talents works, are they restricted to single kind of weapons or not? For example if I have sniper training, can I apply the double aim bonus to any gun or only to sniper rifles? I think that this part deserve some clarification.
You are right about that. The training talents only affect certain weapon groups. (Assault Training = Assault Rifles; Close-Quarters Training = Omni-blades, Shotguns, Brawling; Gunslinger = Pistols, Sub-Machine Guns; Omni-Blade Savant = Omni-Blades; Sniper Training = Sniper Rifles). The exception to that rule is the Close-Quarters Training (Regular) level, as it improves your charge action - and it wouldn't really make sense that you can charge faster only with shotguns and not with, say, pistols. I will address this in the next update.- The cooldown times for biotic and tech powers are need some clarification too. You should include at the beginning of the power section a line or two saying that the cooldown depends from the omni-tool/implants used by the character.
Good point. This will be added in the next update.- On the same subject, the cooldown times are horribly long, some of my players observed that with the present set of rule you are forced to buy high level implants/omni-tools from the start. Perhaps revisioning them might be in order
Now, I've run a few test fights between a Soldier and an Adept, a Soldier and an Engineer, and and Adept and an Engineer (on level 1). The results actually showed, that the issue is a bit more complicated. In about every scenario the Soldier ended up squashing everything in a couple of rounds. If I lower the cooldown on the amps, that will certainly help to balance this out, but I don't know if it's enough. I need to be done carefully though, because otherwise I suppose that power users will become extremely strong in comparison to soldiers, once they start to level up their powers. If someone has suggestions on this, feel free to comment.
As far as suggestion goes I have a couple.
- The Regular level of assault training seem a little lacking to me perhaps you can change it with something like this
You have learned how to properly shoulder your assault rifle and fire tight concentrated bursts. When executing the Burst Fire action you can elect to spend only 3 shots or reduce the penality to -2.
Personally, I think reloading a weapon as a free action is a very viable trait, but I will give it a thought.- One of my player suggested that having the Synthetics talent should affect the duration of the Drone power. Personally I'm not sure about this, but perhaps having the Veteran or Expert level adding a bonus might be in order
I think the Synthetics talent is very versitaile as it is. On (Expert) level, you will have a mobile platform to spy and scout, to perform any Tech tests within 50y of yourself, even in areas your character might not be safe to travel, and it basically increases the range of one of your Tech abilities by 50 yards as well.
As for the rest I'm still testing I hope to come back with some more ideas soon.


Estoirtoh wrote:First of all, let me thank you for your feedback and for the testing of the system. I really appreciate it.
On the same subject, the cooldown times are horribly long, some of my players observed that with the present set of rule you are forced to buy high level implants/omni-tools from the start. Perhaps revisioning them might be in order
Now, I've run a few test fights between a Soldier and an Adept, a Soldier and an Engineer, and and Adept and an Engineer (on level 1). The results actually showed, that the issue is a bit more complicated. In about every scenario the Soldier ended up squashing everything in a couple of rounds. If I lower the cooldown on the amps, that will certainly help to balance this out, but I don't know if it's enough. I need to be done carefully though, because otherwise I suppose that power users will become extremely strong in comparison to soldiers, once they start to level up their powers. If someone has suggestions on this, feel free to comment.
The Regular level of assault training seem a little lacking to me perhaps you can change it with something like thisYou have learned how to properly shoulder your assault rifle and fire tight concentrated bursts. When executing the Burst Fire action you can elect to spend only 3 shots or reduce the penality to -2.
Personally, I think reloading a weapon as a free action is a very viable trait, but I will give it a thought.
One of my player suggested that having the Synthetics talent should affect the duration of the Drone power. Personally I'm not sure about this, but perhaps having the Veteran or Expert level adding a bonus might be in order
I think the Synthetics talent is very versitaile as it is. On (Expert) level, you will have a mobile platform to spy and scout, to perform any Tech tests within 50y of yourself, even in areas your character might not be safe to travel, and it basically increases the range of one of your Tech abilities by 50 yards as well.










Estoirtoh wrote:No feedback at all?
