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[[LFP]] D&D5E Mass Effect system hack

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Edited 1615937492
We are a small 2-person team that has been working on converting the D&amp;D 5E system into a mold for playing out stories in the Mass Effect setting. This project has been going on slowly for several years now and is now in a stage where we are playtesting. All classes are completely written up to level 20 with multiple subclasses. Most spells from 5E have been reflavored, rebalanced, and converted into tech or biotic “spells” among the 6 ranks as demonstrated in Mass Effect. A considerable number of feats have already been written up and are ready for use. An array of standard equipment has already been prepared for play. We are seeking to build a community around this project to get more perspectives on the project. We are at the point of playtesting and are looking for potential players or anyone interested in following the project. Joining does not obligate anyone to participate in any playtests. &nbsp; &nbsp; Project Status We are currently running multiple sessions simultaneously using a custom-made scenario that replicates the Mass Effect 3 Multiplayer style as a means of testing out how the different classes feel and play in combat. The different games are being organized in a Discord linked below where we also host links to the WIP google Doc that we are using to track the game as it is designed and edited. The game is being edited and rebalanced as we play so expect tweaks to be made to your classes and gear between session as we buff or nerf as needed to bring everything to a fun and cohesive balance. Player Expectations Sessions will typically start at 8pm EST on a day of the week agreed upon by the collective players. We highly encourage and prefer that players work to make sure their group is diverse in race and class selection to improve the efficiency of testing. Standard point buy is being used to eliminate stat randomness from our tests. Sessions may be streamed and VODs will be made available at <a href="https://www.twitch.tv/arbitrarysketch" rel="nofollow">https://www.twitch.tv/arbitrarysketch</a> . Streaming will be done with the consent of all players and if you are not comfortable with it let us know. If even one player is unwilling to be on stream then the session will proceed without being streamed or recorded. Sessions typically last approximately 3 hours with an additional hour set aside at the end to pulse check and collect feedback on player experience and pitch suggestions for improvements that could be made to the classes and races as they are being presented. Playtester feedback is extremely important to us and we take it under consideration and discussion immediately. As such any who participate will have an active hand in shaping how this system eventually pans out. Player submitted ideas (subclasses, spells, items, etc.) are also discussed, rebalanced, and catalogued for later testing and submission to future supplementary material we are hoping to create down the road. Please note that participation in this project is strictly voluntary and implies no commitment of time or compensation on parts of the playtesters or writers of this document. This is a fan-created project and will never be sold or distributed in any way with the goal of profiting, financial or otherwise. &nbsp; Our Discord Community &nbsp;In short if you want to join in on the playtesting, discussing this project and other mass effect related &nbsp; topics, and or just take a look at what we have been working on then come visit our discord. We look forward to meeting you and sharing in ideas and discussion. &nbsp; Due to Roll20 guidelines Discord link can be provided via private message.&nbsp; You can also join our game at&nbsp; <a href="https://app.roll20.net/join/9530847/x8fDqA" rel="nofollow">https://app.roll20.net/join/9530847/x8fDqA</a>, which has links to our content and Discord.&nbsp; Looking forward to playing with you!
I'm the other developer on this project.&nbsp; We are running multiple games within the same Roll20 game, and we are planning to open up a third soon.&nbsp; Players that have not gotten to play with us will have priority over those that are already in games so that we can get as many new eyes on the system as possible.&nbsp; While we get the best feedback from classes that have not seen extensive play yet, no class or race as seen so much testing that it is off limits for test play. Race options : Asari, Batarian, Drell, Elcor, Human, Krogan, Quarian, Salarian, Sentient Geth, Turian, Volus, Vorcha Races come with significant and unique features, making it more than just a selection for a stat increase.&nbsp; Differences between the Mass Effect races are intended to be more tangible than the differences between the D&amp;D races, and ideally there should be no bad pairings of class and race.&nbsp; Maybe some odd ones, certainly, but not bad ones. A brief overview of the classes: Adept : Biotic full-casters with equivalents of Channel Divinity and Metamagic from 5e.&nbsp; Two subclass options: Devout and Pure Biotic.&nbsp; Devout prepares spells like Cleric and focuses on fine-tuning spells and maintaining focus and concentration for a more support-oriented role.&nbsp; Pure Biotic is derived from Sorcerer, prioritizes raw biotic combat (dealing damage and taking hits), and gets more casting points in exchange for a more limited spell selection. Engineer : Our tech full-casters that prepare spells like Wizards, but with some support elements of Bard.&nbsp; A subclass option for each school of Tech spells:&nbsp; Mass Effect to 5e parallels are: Chemistry is Evocation, Cryptography is mostly Divination with some Conjuration elements, Holography is Illusion, Medicine deals with healing and manipulating of organics, Robotics handles the same for synthetics along with some elements of necromancy and conjuration related to drones and mechs, and Shield Tech is basically abjuration. Infiltrator : Simply enough, Infiltrator is basically Rogue.&nbsp; Tactical cloak and sneak attack with some tech abilities to flex with.&nbsp; Three subclasses: Agent, Assassin, and Specialist.&nbsp; Agent focuses on frontline and infiltration, gaining options for extra weapon attacks with Inquisitive Rogue style sneak attack.&nbsp; Assassin is designed to be an improvement of 5e's Assassin, still with the opening round power moves, but also expanded crit range for more staying power after the first round.&nbsp; The Specialist is basically Thief rogue with a focus on improved tactical cloak, tech casting, and bonus action utility. Sentinel : Plays similarly to Warlock.&nbsp; Fewer spells, but casting ability recharges on a short rest, and specializations (5e's Invocations) that allow you to customize the class as you progress.&nbsp; Three subclasses: Arsenal, Guardian, and Tactician.&nbsp; Arsenal adds increased capability with weapons and focuses on combination attacks.&nbsp; Guardian is a tanky sentinel with a focus on defensive systems for themselves and their allies.&nbsp; Tactician plays like a Diviner wizard, with dice control and a little bit more casting power than other sentinels. Soldier : Plays almost identical to Fighter as a full weapon and armor class.&nbsp; Three subclasses: Bulwark, Commando, and Officer.&nbsp; Bulwark brings in some defensive aspects of Barbarian to make it all about defense and damage reduction.&nbsp; Commando is more focused on damage output with armor piercing ammo, movement speed increase, and an increased critical range.&nbsp; Officer is a direct conversion of Battlemaster, bringing combat maneuvers into play as crowd control, support, and utility. Vanguard : Pulls abilities from Ranger and Paladin, combining biotic abilities with weapons to make a great frontliner or ranged support.&nbsp; Two subclasses: Battlemaster and Hunter.&nbsp; Battlemaster is more similar to Paladin with Carnage taking the role of smites, free uses of Biotic Charge, and conversions of Channel Divinity aimed at dealing more damage.&nbsp; Hunter takes more feature cues from Ranger, specifically 5e's Hunter subclass, allowing for options at every archetype feature to build the way you want to, and Channel Divinity designed for more accurate attacks. When converting class features, spells, or options that are widely considered bad or extremely circumstantial, we aim to make tweaks to make those options still viable while not overpowering them.&nbsp; We would love to have more players join our community and test the game for themselves so we can get more feedback on what works and what needs to be altered further.&nbsp; Hope to hear from you all soon!
Not that I wanna spoil your fun and hard work, but people that are playing ME games, we already have functional system made few years back.
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Edited 1615942408
Avarita said: Not that I wanna spoil your fun and hard work, but people that are playing ME games, we already have functional system made few years back. Yes, we have seen it, and it is clear that a lot of work was put into it.&nbsp; We discovered it when we were already about halfway through our own version, and after looking through it in depth, we decided to continue our project because what we were creating felt more like the kind of game that we wanted a Mass Effect 5e game to be.&nbsp; It's our own take on the same idea.&nbsp; In our opinion, the difference between our systems is that the other system takes Mass Effect and gives it D&amp;D 5e mechanics, while ours takes the D&amp;D 5e system and gives it a Mass Effect flavor.