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 Post subject: Good News! D20 ME x ME:A
PostPosted: Mon Mar 20, 2017 9:17 pm 
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Joined: Sat Nov 10, 2012 11:52 pm
Posts: 314
So my group has started an interesting play style where I play an hour or so of ME:A (like the trial atm) then they replace Ryder and company with their group. We've found happily the D20 rules we got now work great for ME:A still!

We just got through the trial material so far and the group is loving this even if it railroads a little its a fun experience!


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 Post subject: Re: Good News! D20 ME x ME:A
PostPosted: Tue Mar 21, 2017 10:25 am 
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Joined: Mon Dec 26, 2011 10:56 am
Posts: 2900
Location: Coimbra - Portugal
If you want, you can share your thoughts on ME:A d20 conversion. I will do that conversion too, and create an add-on for my current ME d20 game. It will still take some time though ;)

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 Post subject: Re: Good News! D20 ME x ME:A
PostPosted: Wed Mar 22, 2017 10:08 pm 
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Joined: Sat Sep 15, 2012 11:27 pm
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I would love to help with this. If I may ask, what program did you use to write the core rulebook with? Was that dreamweaver?


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 Post subject: Re: Good News! D20 ME x ME:A
PostPosted: Wed Mar 22, 2017 11:30 pm 
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Joined: Sat Nov 10, 2012 11:52 pm
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TBH I dont think an adaptation is needed? The core rules work just dandy unless you decide you want to build in the whole idea of a classless system using point buys to build the switchable tech/combat/biotic stuff. For now the group is emulating that by choosing to specialise in one area by their class or getting a bonus feat related to an opposing skill of combat/tech/biotic. So like our 'stealth' krogan engineer took simple biotics, extra biotic points, and biotic training to gain a level one spec in barrier. True likely he could have done that with sentinel but he wanted it this way *shrugs* either way so far it's working fine.

We also used a modification of our homebrewed war assets rules to give a point supply to send out teams for science, engineering, and combat related side missions to emulate the myriad of side quest fetch navquests ME:A has. Again so far its working well and lets the players really choose how they're going to shape their impact over playing out the main story.

Truthfully I think the biggest thing needing to be added will be any of the new armor/weapons etc really since alot of the ME1-3 stuff is still in ME:A and i dont see why we should change whats not broke.


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 Post subject: Re: Good News! D20 ME x ME:A
PostPosted: Sat Mar 25, 2017 9:28 am 
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Joined: Mon Jun 02, 2014 2:45 am
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Depends on what kind of content is requested. playable Angara, write ups for Kett and Andromeda Remnant are biggies. New upgrades, jump-jet combat tricks (aka B button), equipment write ups...all are new.

And that is before we get into weird variant rules stuff, like colonies and outposts (AVP & Cryo points), the Pathfinder (Ryder-Sam) Template or anything else.


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 Post subject: Re: Good News! D20 ME x ME:A
PostPosted: Sun Mar 26, 2017 2:01 am 
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Joined: Sat Nov 10, 2012 11:52 pm
Posts: 314
Mr.Shades wrote:
Depends on what kind of content is requested. playable Angara, write ups for Kett and Andromeda Remnant are biggies. New upgrades, jump-jet combat tricks (aka B button), equipment write ups...all are new.

And that is before we get into weird variant rules stuff, like colonies and outposts (AVP & Cryo points), the Pathfinder (Ryder-Sam) Template or anything else.


I think the biggest write ups needed would be Angara (personally i think not playable just like protheans), Kett enemy info remnant info etc definitely. Upgrades paths for new combat/tech/biotic powers, and mods variant rules for those just too similar to the older stuff. Jump jet tricks sure ok, and yeah obviously equipment. Those are all doable and then merging it into the current rules. No need to make a new pdf of a different 'version'

As for outpost/colony setup sure that'd need discussion, AVP/Cryo....maybe not so much, pathfinder ryder/sam i'd think shouldnt even be done mainly due to them being a special niche of like only like what? 15ish people total in the whole initiative? Maybe a background trait for a pathfinder team member role would be fitting.

As for the SAM stuff I think its not something needed for a pc group the more my own group and i are playing. Maybe as an npc AI advice giver/helper sure but not something which provides big mechanical buffs/feats.

Thats my view though


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 Post subject: Re: Good News! D20 ME x ME:A
PostPosted: Tue Jun 13, 2017 1:56 pm 
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Joined: Sun May 15, 2016 1:24 am
Posts: 17
The classless part isn't necessary, as only one person utilizes the profiles and that is specifically the human Pathfinder. Not even the other Pathfinders do so because only the human SAM has that kind of access to Pathfinder physiology.


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 Post subject: Re: Good News! D20 ME x ME:A
PostPosted: Tue Jun 13, 2017 11:42 pm 
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Joined: Mon Dec 26, 2011 10:56 am
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Location: Coimbra - Portugal
There won't be classless additions and I won't add SAM or the profiles.
I have already adapted almost everything except enemies and NPCs, which I'm currently doing.

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