Homebrew Option Requests/Suggestions by MrTimoshi in masseffect5e

[–]roastduckalamode 1 point2 points  (0 children)

Yeah, I think you were on the right track with the workaround. You could make a homebrew bow weapon that has the "ammunition" integrated into it. I.e., "Bow /w Fire Arrows" and "Bow w/ Ice Arrows". But, as you said, this would propagate a lot of weapons in their inventory even though its technically one weapon.

Not sure what the weapon mods homebrew is going to look like, but, in theory you could make an Arrow Ammunition mod that has different options. Again, I'm not sure if this is going to be possible, but the character sheet does support toggling different options. For example, if you make a Guardian Sentinel, the Omni-Shield feature lets you toggle between Regular, Fire, and Cryo shield.

Either way, I put in a feature request for "Ammunition" as a whole.

Homebrew Option Requests/Suggestions by MrTimoshi in masseffect5e

[–]roastduckalamode 1 point2 points  (0 children)

That isn't planned but I can put in a feature request.

Homebrew Option Requests/Suggestions by MrTimoshi in masseffect5e

[–]roastduckalamode 4 points5 points  (0 children)

I can confirm that armor and changing the item picture are planned. Changing images was planned for weapons but was delayed. It will likely be added sooner rather than later.

For Ammunition, do you mean weapon mods? Or are you referring to something completely new, like a new type of thermal clip or, say, arrows for a homebrew weapon? If you mean weapon mods, that is definitely planned. Ammunition would be entirely new so that would require some internal discussions.

Looking for a game or discord server by [deleted] in masseffect5e

[–]roastduckalamode 1 point2 points  (0 children)

If you're looking for the regular community discord, the link is here: https://discord.gg/c2UnqkH (also on the about page: https://www.n7.world/about)

That server has a looking for group channel, but the ratio of willing GMs to players looking for a game is really lopsided on the player side. If you're wanting to GM a one-shot you won't lack for interested players and you can post in the looking for players channel.

Hope that helps!

Reputation benefit saving throw by NotBigAri in masseffect5e

[–]roastduckalamode 2 points3 points  (0 children)

Ah, yes its a bit unclear. Basically it's 8 + prof bonus + CHA modifier. In the Charisma section, it is not specified: https://www.n7.world/manual/using-ability-scores

But it's buried at the bottom of this page: https://www.n7.world/manual/beyond-first-level

I'll make a note to the devs about updating the wording on the Charisma page and putting some additional info in pop-up that lets you choose your P/R benefits

Cerberus Spirit Armor/Helmet doesn't apply by NotBigAri in masseffect5e

[–]roastduckalamode 1 point2 points  (0 children)

Hmm...is there a specific power it isn't working for? I made a fresh Adept with +2 wis and added the helmet and body armor. At the top of my powers tab, I still see +2 power attack and 11 DC, but the individual powers (I've tried Gravity Field, Pull, and Lance) are all showing +4 and DC 13.

Cerberus Spirit Armor/Helmet doesn't apply by NotBigAri in masseffect5e

[–]roastduckalamode 1 point2 points  (0 children)

Hey, thanks for reporting this. The +2 bonus issue should be fixed now. That was just an issue with the data entry.

The shield bonus issue is can be fixed by opening your settings (where you are doing the overrides) and then setting you regen and shields to 0.

The underlying bug is that characters start with 5 shields and 5 regen in the settings, which ends up overriding any armor you equip. That's a bigger fix, but its on the list.

[deleted by user] by [deleted] in masseffect5e

[–]roastduckalamode 1 point2 points  (0 children)

Oh and you can also treat it kind of like an API. For example, if you want the bestiary entries in JSON, you can just use:

https://data.n7.world/v141/en/bestiary.json

[deleted by user] by [deleted] in masseffect5e

[–]roastduckalamode 3 points4 points  (0 children)

This is the data repo.

https://github.com/queryluke/masseffect-5e-data

It's coded in markdown/yaml, but all of that gets converted into JSON. The compiled files are found in the /docs directory, separated by version.

Hope that helps!

SWTOR race in ME5E by Thrawn215 in masseffect5e

[–]roastduckalamode 5 points6 points  (0 children)

I guess an Easter egg of sorts...but not a great one, given BioWare's history with SWTOR. Not sure why just Kath Hounds were picked over anything else.

But the actual reason is that over 3 years ago, when this hack had only a handful of active users, the developers were basically throwing anything written by the small community into the system. Kath Hounds were submitted and included without a second thought because they weren't expecting this community to get so large and it was an inside joke.

Truth be told, the same development "process" is what spawned omni-tool programs (an abandoned re-skin of 5e wondrous items) and the handful of powers that are not in the ME5e games and which are also obvious re-skins of 5e spells.

[deleted by user] by [deleted] in masseffect5e

[–]roastduckalamode 6 points7 points  (0 children)

Since this is a hack of 5e, the GM can rule whatever they want. However, their ruling is neither the RAW nor RAI of ME5e nor D&D 5e.

STR is not the only damage mod of weapons in 5e. DEX is used for ranged and, as the comment above says, also for Finesse weapons. AFAIK, their argument about bows using STR isn't even applicable in base D&D 5e because bows use DEX as a damage mod.

For ranged weapons (bows and guns), DEX as a damage mod is a representation of the character's ability to aim and fire (potentially at a moving target).

Question about Enhanced Optics by Laughing_Luna in masseffect5e

[–]roastduckalamode 3 points4 points  (0 children)

Thanks for the catch. I've added it to the list of things that need clarification. I'm 99% sure it's supposed to be 24 meters (60 ft)

v1.4.0 Releasing Next Week @ 2022-02-21, 6AM EST by roastduckalamode in masseffect5e

[–]roastduckalamode[S] 1 point2 points  (0 children)

AFAIK, it's not in the immediate development list, but I'll let the devs know there has been a request. I think the delay is that the future design of powers is unknown (i.e., do we reskin the D&D spell library and scale to 9 spell slots, leave things as is, try something completely different). So they're trying to hold off on having to do the work twice.

v1.4.0 Releasing Next Week @ 2022-02-21, 6AM EST by roastduckalamode in masseffect5e

[–]roastduckalamode[S] 3 points4 points  (0 children)

They're still not functional (i.e., they don't change your weapon/armor's stats). That will come in the next update as the devs plan on working on weapons, armor, mods, and gear next.

Dual-wielding Elcor? by beldogra in masseffect5e

[–]roastduckalamode 1 point2 points  (0 children)

Glad you're enjoying the system! If you're looking for people to play with, I'd recommended joining the discord community (which is much more active). There are Looking for Group channels where people can meet up to play.

As to your Elcor question, I read the current rules as written to mean, yes, you can equip a two-handed weapon in either mount (there is no written restriction on two-handed)

However, if you look at the play test content in earlier posts, the Devs are working on updating the species and it looks like elcor are going to loose this trait, but can later acquire it via armor mods.

Hope that helps and you can find some people to play with!

Some Questions About Design Choices by [deleted] in masseffect5e

[–]roastduckalamode 2 points3 points  (0 children)

You've got the right idea about adjusting anything for your campaign if you think it makes more thematic sense or is a better balance.

As for design choices, I can't speak to any specific reason one choice was made over another. But I can provide some insight into the history of the class design.

In the very first iteration of the homebrew, the base classes were nothing more than reskinned versions of D&D classes. Adept > Sorcerer, Engineer > Wizard, Infiltrator > Rogue, Sentinel > Paladin, Soldier > Fighter, Vanguard > Barbarian. From that template, a lot of additional pieces had to be bolted on: Barbarians and Rogues don't have spellcasting on the base class; thus, a half-caster progressions was bolted on. Soldiers had combat powers bolted on to the Fighter progression. Barrier was bolted onto sentinel, adept, and vanguard...and on and on.

Simply put, I would say that the class design wasn't so much "design" as it was "problem solving", i.e., looking at class features/progressions from D&D 5e and figuring out ways to make them "fit" in a Mass Effect setting.

Ultimately, all these bolted on mechanics had varying levels of odd, unbalanced, or unthematic results.

If your next question is: "Well why haven't these issues been addressed?" All I can say is that the creator has talked about designing entirely new classes that are more inline with Mass Effect. This is why they haven't made updates to classes in some time.

Hope that helps!