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Author Topic: [Notebook] Mass(ter)craft 2nd ed: Getting the ball rolling  (Read 4949 times)
MilitiaJim
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« Reply #90 on: May 15, 2012, 12:31:50 PM »

I'm pretty sure Shepard starts ME1 about level 7, and goes up from there, probably ending up around level 40, Soldier 20/Grunt 10/Spectre 5/Other 5.
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« Reply #91 on: May 15, 2012, 01:26:46 PM »

None of the current master classes have it, but if I remember right I think the legendary X classes could be entered earlier then level 10.

That may have just been the world on fire faction ones though, which the specter really parallels.
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« Reply #92 on: May 15, 2012, 01:53:01 PM »

Is there any reason not to make Spectre and/or Battlemaster a 15 level Expert Class?  Well, plenty, but would it be system breaking to do so?
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« Reply #93 on: May 15, 2012, 02:35:42 PM »

I had been under the impression this was Glimmerat's rodeo, with the rest of us just thinking out loud in case any of it was useful to him.  Maybe that's not the case, and if so, Sletch is right and working out the subsystems needs to happen before we have any idea how species, feats, skills, specialties, or classes will interact with them.  I still think my ME powers as paths idea carries water, and I'll hammer it out and write something up for it, hopefully later today.

@Mister Anderson.  Don't do that, it's rude.  If you don't agree with my point, then respond to my point; don't pick out individual sentences and criticize them out of context.

It's Glimmerat's show in so far as he's done a lot of hard work on the material and making a slick PDF that looks professional.  I think Aegis was involved in this way back too, but I may just be remembering his own PDF projects that had similarly production values. 

That said, there's nothing stopping you from doing your own conversion.  Post it, I'd love to see what you come up with.  Something path-like could work pretty well if you change how the "steps" are acquired.

One thing I'd encourage you to think about in regards to such a system is dropping the Mastercraft Soldier from your mass effect.  Having a combat power tree along with the tech and biotic trees makes it easy to design all six ME classes.  Many of the combat powers map fairly well onto feats with the right special abilities to back them up.

Anyway, start a thread if you want to.  Putting it in its own thread should keep discussion focused and hopefully productive.

Is there any reason not to make Spectre and/or Battlemaster a 15 level Expert Class?  Well, plenty, but would it be system breaking to do so?

To answer this, we need the smiley of the guy running in circles with his head on fire.  I think it's just a matter of there isn't a ready made 15 level skeleton.  It would make the system less neat to be sure, but I don't see any harm in it.
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« Reply #94 on: May 15, 2012, 07:36:55 PM »

[I have two problems with making things a master class.  First is the idea that you're removing the idea from the first nine levels of play.  A big draw of the Mass Effect universe (for me at least) is being on a team of galactic scale bruisers who solve outsized problems.   Shepard is the best of the best right at the start.  Wrex is a battlemaster when we first meet him.  Garrus is Dirty Harry with a beak.  Liara and Tali have prominent backgrounds and are quite capable of punching above their weight.  Kaiden and Ashley are the only truly obscure ones and that's forced on them by their role as killable romance options.  Even Kaiden is an unstable biotic heavy.

Again, this is a fundamental flaw of assuming everyone is the same level. Theyaren't. There's no way possible that Wrex, a krogan battle master, is anything but a high level character when you meet him (the same goes for Samara), while both Tali and Liara are undoubtedly lower level than Shep. Like all single player games, ME is governed by the need for the PC to outshine everyone else. You can't carry that assumption through to a cooperative roleplaying experience.

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Joe the Plumber versus Reapers could be fun (and effective too, what with all the liquefied colonist the Reapers pump around) but I think playing the first Drell Spectre is going to be more common wish for a starting PC.  If it were me, I'd leave master classes out.

Spectre already is a master class. Becoming a Spectre in game doesn't mean you necessarily need to take levels in the class, which is really just a way of mechanically celebrating the exemplar in a way similar to not having to take the CIA talent in order to play a CIA agent.

However, given that spectres and krogans ARE meant to be elite individuals proven and forged by battle and hardship, it makes far more sense for them to be higher level any way.

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On the specialties themselves, if you drop the biotic power requirement, the battlemaster specialty represents Grunt fairly well (maybe change the name to Powerhouse or Bruiser?).  The huntresses in game are also referred to as Commandos.  Pick one for the master class and use the other for the specialty.

This.
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« Reply #95 on: May 15, 2012, 07:52:14 PM »

I had been under the impression this was Glimmerat's rodeo, with the rest of us just thinking out loud in case any of it was useful to him.  Maybe that's not the case, and if so, Sletch is right and working out the subsystems needs to happen before we have any idea how species, feats, skills, specialties, or classes will interact with them.

Glim did the 2.0 version, which is a good starting point, and he clearly has his ideas for a new version, but he's keeping quite on them and this is a new beast.

There's also plenty of room of a MAG-based Mass Craft conversion (which seems like it could handle biotics and krogan nigh-invulnerability reasonably well)

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I still think my ME powers as paths idea carries water, and I'll hammer it out and write something up for it, hopefully later today.

Yes, show us your idea  Smiley Because how you described it doesn't actually sound like the way paths work to date, and sounds more like a new subsystem.


« Last Edit: May 15, 2012, 08:16:33 PM by Mister Andersen » Logged

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« Reply #96 on: May 15, 2012, 11:50:14 PM »

I don't want to post this in another thread because I don't want to fork people's efforts.  I certainly don't want to create my own separate mass effect supplement.  If people think this has legs, we can continue to explore it.  If not, then we can move on to something else.  I've finished the Tech and Combat powers, or at least the initial draft of them.  I'm not sure how I feel about some of the combat powers, but then I also don't enjoy playing ME Soldiers, so maybe they're all right.  I haven't gotten into the Biotic powers, but I think there's plenty here to illustrate the point.  I'll work on those, but I'm posting it now in the interests of getting this up so people can see it.

So, this plugs into the system via a campaign quality.  Something like this.
Mass Effect (Permanent)
Characters gain one of the following alignments.  They take a step along one of their alignment's paths every level.

(click to show/hide)

Regarding my notes such as {{HIGH}} damage, or {{SKILL}}, those are just placeholders until the conversion is more complete.  I intend for high damage to be comparable to middle tier weapons.  Medium damage would be slightly less than or comparable to low tier weapons, and low damage would be meaningfully less than that.  I chose those values because I don't want to encumber the powers with timers or restrict them with uses per scene or anything like that.  However, I also want players to have reason to do something other than spam their powers continuously in combat, so weapons should almost universally do more damage, and at further ranges than the powers do.  And as far as the {{SKILL}} note goes, I'm not sure which FC skill would be most appropriate in those cases.  For Biotic powers, when a skill check is called for, it could very well be Resolve.  But with Tech powers, I think it should be something else, but I'm not sure what.  Maybe Craft.

I also haven't gotten to the special powers Shep can learn from the companions.  I'd like to include them, but I'm not sure how.  The obvious options to me seem to be to make them available through feats, or as expert or master classes.  I like how accessible feats are, but given that each alignment already has 25 steps worth of paths and only 20 levels to take them in, an expert or master class would be the better way to give extra steps.

And of course, all of this could benefit from some adjustments for balance and style and so on.

EDIT: Oh, and in case it's not clear: in general, these paths give a new ability on the first step, and enhance the ability with subsequent steps.  I used ME2 as the primary guide, but took inspiration from ME1 and 3 for a number of the powers.

Made some changes as suggested by Sletchman below.
« Last Edit: May 16, 2012, 03:15:45 PM by tfwfh » Logged

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« Reply #97 on: May 16, 2012, 12:53:07 AM »

Neat idea.

Just off the top of my head (from a casual reading):
I'd be cautious about the Thermal Blast 3 ability - fire is already going to cause a DoT effect due to it's type (one that escalates at that), so compounding it with another firebased DoT effect could be either confusing (Does this count as "on fire"?  Can it cause a target to be set on fire as normal fire damage?  Does it stack with being on fire?)  or potentially overpowered (so much fire damage - to both the original and the ally).  My suggested alteration is to have an effect that boosts the DC of the saving throw to catch on fire (from the original Incinerate attack).  Maybe +5, or perhaps +2*Step (+10 top out might be too high though, and if you just add step it's +3 to +5, may as well just call it +5 and leave it there).  Somewhat similar concern for Incendary Ammo 2.

For Tech Armour (and Barrier / Fortification / Geth Sheild Boost / Defense Matrix) I'd take more inspiration from the ME3 iterations - straight up damage reduction that increases as you invest more in it.  You can "purge" it at will for a seperate boost (based on the power in question).  It's just easier to balance and track (in my opinion) and players don't have to worry about as much in game.
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« Reply #98 on: May 16, 2012, 02:15:08 AM »

That's a good job, though it presupposes an all-or-nothing approach: either everyone has them or no one does. I don't see how it balances with unpowered individuals.
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« Reply #99 on: May 16, 2012, 06:38:13 AM »

That's a good job, though it presupposes an all-or-nothing approach: either everyone has them or no one does. I don't see how it balances with unpowered individuals.
Yes, every PC has one of these paths.  What is the issue?  (Besides docking most NPCs a few points of XP to cover for the extra powers every PC has.)
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« Reply #100 on: May 16, 2012, 06:51:16 AM »

*points to Iriquoi and Zane in the Omega game*

Currently it's possible to play non Biotic or Tech powered characters balanced against powered characters. This, not so much as far as I can make out.
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MilitiaJim
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« Reply #101 on: May 16, 2012, 08:18:50 AM »

Nor do you get to select your powers, but that seems to me to be something we can iron out.

That Iriquoi and Zane lack tech or biotic powers seems to be balancing by their players in the system that was there.  As it is, there are tradeoffs, and you chose not to take any tech or biotic powers for Iriquoi.  Is that because they didn't fit her concept, or because there was some crunch item with higher priority?
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- Lucius Annaeus Seneca "the younger" ca. (4 BC - 65 AD)
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« Reply #102 on: May 16, 2012, 09:41:16 AM »

Oh, I would have liked Iriquoi to be a biotic -- based on a very nice pictue I came across -- but none of the specialties offering that really appealed to me so that meant no powers (and for some reason, the "pick up a biotic power" feat was irritatingly limited to humans, even though it's mentioned in the codex that other species were hax0ring themselves post-natal biotics long before humanity showed up).

Which is sorta why I then decided to hammer Networking until it gave me my permanent armed escort which is kinda like a power (ironically taking a much more narrowly focused specialty in order to pul it off).

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MilitiaJim
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« Reply #103 on: May 16, 2012, 10:17:44 AM »

With that in mind, I can see how this iteration of paths would be dissatisfying.

How many design points is a step along a path worth?
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« Reply #104 on: May 16, 2012, 11:11:00 AM »

With that in mind, I can see how this iteration of paths would be dissatisfying.

How many design points is a step along a path worth?

Equal to a feat, so about 3.  In theory.
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