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Okay so been tweaking a few things in 5e and changed a few things to make it work well for Xcom as a whole..
This is a very early piece of work and I have done very little work on this revamp of my initial system, but this is what I have for the revamp so far.
IF something is not covered here, it is either cause it functions as it would in 5e or I forgot to consider it, I will be adding to this occasionally if there are any interest for anyone to run a game with it when I am done.
A short TLDR for those who are not sure if they want to read it all.
Essentially I am trying to bring the spirit of the PC games (both the old and new one) into 5e, tweaking character progression heavily, tweaking a few rules and unifying all classes into one, that will be granted Specializations every 5 levels, this is so the player can entirely customize their own class based on these specializations. (Essentially mini archetypes from 5e)
The class is intentionally left very open and generic to allow as much customization as possible, feats will also generally play a bigger role.
Well I am planning on making psionics feats that can be bought after research of it has happened.. for now I don't have immediate plans to incorporate a way for players to affect research mechanically, cause well more important things to do right now.
Essentially its one base class and then the specializations will incorporate various specialties, like an assassin who gains certain advantages when doing sneak attacks, or the assault who has certain bonuses to close range combat and such.
I plan to have every specialization have 2 ranks, you pick standard version one, then veteran one if you want that as well.
So two characters may have the same base class, but one will be an amazing sniper and another might be a medic.
But back to psionics, I was planning on having them high cost feats that could be bought the same way I mentioned in the opening post
Quote:
Feats.
Feats can be brought with experience point, by delying progression in ones class until the feat cost has been paid, this experience cost does not apply when choosing a feat as a bonus feat.
In addition to that it will have a corruption mechanic tied into it, only tinkering with concepts for that right now, so I don't really have any actual details other than I am trying to capture that feeling of "Is it wise to use the aliens toys against them? Are we going to lose our humanity in the process".
I would greatly appreciate some help, throw a PM my way and let me know what you would be interested in working on.
I feel that debate is better off as a roleplay debate rather than any kind of actual mechanic if you're going for X-com. Maybe bring in Exalt if you want to explore that.
ofcourse Exalt will be in there eventually, but for now I focus on mechanics, once the mechanics are nailed down, I will start creating all the "basic enemies" including both aliens and exalt.
Well I wanted to make psi powers a bit more powerful than in the game as they felt a but weak compared to the bug fuzz about it, but to do that it needs an actual downside to use it.
Plus there is a bit evidence of potential corruption in Xcom Enemy Unknown/within if you listen to the troops when they use psi powers.
I am also working a bit on an idea of alien sympathizers who actually joined the aliens as a minor sub-faction.
@Jestem
I will let you know if I need some playtesters.
@BTRbottom
I might look into making piloting possible at a later time, but it is one of those "sub systems" that are not as important as the core mechanics.
In addition to that, I need to somehow make it quick enough it wont bother the other players waiting for the one pilot in the group to finish his dogfight with a UFO, but still with enough options and interesting enough combat system that dog fighting does not become trivial.
So yeah really not worth devoting a lot of time to early on in working on this, however in time I will look into it.
Updated.
Added the assault and assassin specializations, as well as their veteran versions.
Added overwatch rules.
Added size and reload time to weapon example.
Added movement rules.