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layout: post | ||
title: "That ain't nothin..." | ||
excerpt: "A long overdue update. A brief recap of the play test and what's coming next." | ||
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I randomly decided to checkout the analytics for this site and came across a surprising and exciting find: _people are | ||
visiting this site!!!_ It's not a ton of people, averaging ~30 a day. But this conversion seems to be generating interest, | ||
and that ain't nothing. Thus, I've got a renewed motivation (urgency?) to get some major work done in the next few months. | ||
And thanks to everyone who has taken a gander. | ||
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But first... | ||
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## A brief recap of our play test | ||
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We had 3 players with the following loadouts: | ||
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1. Drell Marksman Soldier | ||
2. Asari Justicar Adept | ||
3. Human Saboteur Infiltrator | ||
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We ran a fast-paced session, testing the classes out on creatures, | ||
mobs I pulled straight from D&D, bosses (a Banshee), and 2 fully spec'ed NPCs (Sentinel & Engineer). | ||
We leveled quickly so we could check out the classes at different phases. Specifically, level 5, 9 and 12. | ||
Overall, the flow, battle mechanics, spells, etc. all had the necessary feel of both ME and D&D. I was excited to see | ||
that they melded together nicely. I even started on a bestiary, creating monsters for various Reaper mobs, including | ||
Marauders, Cannibals, Husks, and a Banshee. If you're so inclined, [check out my prep notes](https://drive.google.com/open?id=19iMxTqyu7Vtyqy3I2-INWwurnXea_YuKzy7HbMZMuXw) | ||
for the very short campaign. **Note**: we didn't get to Operation Driftwood, and we chose Operation Metal Detector. | ||
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## What's next | ||
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I've been quietly working on a key aspect of any game system: **balance**. For the past months, I broken ye 'ole spreadsheets, | ||
working on class analysis and overhauling the classes. | ||
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**Issue 1**: Some classes vastly outperformed others. | ||
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**Issue 2**: Classes peaked around level 9, with nominal damage increase beyond level 12. | ||
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I found a D&D class analysis in [The Optimists' Guide to D&D 5E Damage by Class, Subclass, Weapon, and Level](https://docs.google.com/spreadsheets/d/1JIrEV1RFv6yxWEdqG6zP3z-ZONDTacquGyqYj8G-CdE). | ||
It gave me a framework to review the ME classes. In doing the work, I also tried to align the classes more closely with | ||
D&D counterparts. Soldiers became more like Fighters, Adepts like Wizards, Sentinels like Paladins. Other minor updates include | ||
a better variety of weapons stats and improving/standardizing spell text. | ||
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All in all, the next iteration will _look_ similar but be a huge overhaul. Rest assured, I'll be sure to make the current | ||
version available on the site, in case anyone is running a campaign. | ||
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## Other things in the works | ||
General site fixes, a bestiary, armor, adding new spells, printable spell cards, and adding some sort of "NPC maker". | ||
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This endeavor is far from over... | ||
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