Star Wars Empire At War Mass Effect Mod

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  3. Empire Total War Star Wars Mod

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Star Wars Empire At War Mass Effect Mod Installieren

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HERE IT IS!I hope some of you are interested in helping and that even more of you are interested in using this conversion to play.UPDATE 8/29/14I have most of the racial statistics aside from some of the more fringe races. Elcor, Hanar, and I even intend to add Prothean so that in the rare occurrence a GM would be willing to allow them, they are there and balanced.

The biotic power are in the process of being added, and we have the basic system for how they work. It will just be tuning damage vs strain spent, and how field detonation works.

There is also a small rule addendum considering rolling triumph to get the Paragon/Renegade system going.I am also looking for someone who would like to work on Ship conversions. Mail me if interested.UPDATE 1/17/15Got delayed, but finally made it to the testing phase for the new stuff.

I'm still looking for GMs and players to create test groups, and there is a thread in for that, if you're interested. The Omnitool (including tech powers) and Biotic class(es) are all up in the air currently. I have done no work whatsoever on those two areas.As far as the Biotic class goes; I was thinking of making it a specialty using the force sensitive. I am to understand there is a Force Emergent in the AoR book, which could even allow for multiple Biotic Specialties and possibly the creation of a whole 'class'. I haven't seen the Force Emergent stuff as I don't have the AoR book yet (hope to soon), so someone with it would be a huge asset.

For biotics, there's a plethora of ways to do it. Powers could be treated as weapons that can also add on special conditions, like Reave making the target vulnerable to additional attacks and so forth.

If we are taking the classes from ME3's multiplayer (for the variety in powers and such), then each could get their own tree based off of a standardized template (adept tree, vanguard tree, etc), with the class' unique powers built in as talents. The template would be based on the overall theme, so there'd be a 'tech template' and a 'biotic template', and for some of the special cases, a 'hybrid template'. Then specific powers could be slotted in, with improved versions further down in the tree to act as progression goals.Which Mass Effect game mechanics are you going to use? I think laying out how all of the systems operate in the game model of choice before translating them can help a lot with getting the 'feel' right.For example, in ME3, the heavier the character's weapons, the longer the recharge on their powers.

To translate that, I'd consider allowing Encumbrance levels affect those kinds of power use in some way.Then, you have the natural progression of power based classes using lighter weapons, which is consistent within the game universe. Yes, that is kind of what I want to do. We could even use the same force trees as templates to come up with more than 1 class. I would have to read up on exactly how the force sensitive specializations work, because I didn't play as one, and nobody used one in ways beyond the most basic in the EotE games I played. So if someone would specifically like to take on that task, it would free me up to just theorize on it and focus on doing a lot of the clerical work like expanding the PDF.As far as Tech goes, I was thinking pretty much what you were thinking. You have an Omnitool - or buy one, which would mean I would have to figure out what differentiates them - and then you basically just attach weapons to it or 'install apps'.

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Then maybe create a skill or change computers (since most computers seem to be controllable with Omnitools) to determine success just like it works with Ranged (Light) and the like.I don't want to mess with how Fantasy Flight determined balance for the game too much, or else we risk everything being unbalanced and having to tune it, though that may be inevitable. I wasn't looking to make it feel exactly like playing the games, or else there would need to be cooldowns and such. Instead I made more drawbacks for some of the really powerful stuff like heavy weapons. The Grenade launcher uses Gunnery, which is normally reserved for vehicle mounted weaponry and the like, despite the fact that you can carry it. The Grenade launcher is also one of the few weapons that you need to buy ammo for, which I just made the Frag Grenade for ease, since the launcher itself determines the characteristics of the attack. So that is a big drawback too. Of course, it's also cumbersome.Your idea of sort of keeping tech and biotic players from using those is in interesting one however.

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I would like to explore that without complicating the current rules too much. I prefer the addendum to be as unobtrusive as possible.

But this is a very, very good point. So it will bear further investigation. Really, we could just change Defense dice to Shield dice, but then every armor would have to have them, because even the most basic armor has Shields. Or else we have to add a whole new category that would then add another layer of balancing.Another option is change Soak to shields, but then some armor doesn't even offer any defensive benefit, just gives you shields.I think leaving it as is works pretty well in that the SW Shield Generator was just 2 to defense, which adds two dice to the difficulty check for trying to hit the person using it.

That's pretty much what the Battlemaster armor is, except I increased the cost significantly and added a point of soak and some Hard Points.Like I asked a few people, I can take this idea and turn it into it's own Subreddit for ease of organization of ideas, but I'm not sure if it really warrants its own subreddit. I find D20 systems to be too rigid for me. I can play them without a problem, but I like how other systems are a little more free.For instance, you roll a d20+6 to sneak, and you roll terrible numbers all night. You're an absolute failure. In EotE, you can fail, but something good can happen. Or you succeed, but you really screw something up in the process that creates a different kind of problem. So it's not that I absolutely hate D20 systems, as much as I prefer this more freeform system.

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Sure I can still roll terribly all night, but with so many different combinations of success/failure, things are likely to be more interesting.Of course, the DM can make up for a large portion of these challenges, it's just nice to have them built in.I also like that with EotE, you don't level. You gain XP which is really just a currency to spend on new skills, abilities, and specialties.The D20 conversion I was in was a lot of fun, I just think this could be even better, and there's only one way to find out!. I would certainly draw from the Force rules for Biotics. It's a similar trope. Few people born with the ability, takes time to become more powerful, can wreck everyone's shit if you become an Adept.Use Biotics trees, like force power trees.The Force die becomes the Mass Effect Die, since biotic powers are tied to that technology in a fundamental way, they work off of similar principles.The Engineering branch can be flavored more toward buying upgrades for your Omnitool. Use the 'Hardpoints' system, but with a bevy of options that make some of the more exotic abilities possible.

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