D&D 5E "Mass Effect 3 esque" Ability System

Stalker0

Legend
With the talk of short rest vs long rest and the like, I had this idea for ability usage that is similar to the game Mass Effect 3. I'm just laying out the basic concept to show what people think, and if there is some interest I might try to flesh it out into an actual true system.

For those not familiar, when you use an ability in Mass Effect 3, it has a set cooldown. That cooldown effects all of your abilities, and once the cooldown is complete you can use any of your abilities. In other words, using a strong abilities makes it where all of your other abilities take longer to use again.

Translating that into Dnd esque terms, I thought of the following:

UPDATE: I have rewritten the text, as several people seemed confused by the language and I wanted to reduce tracking even further. So hopefully this new version will be cleaner. I also added in an action to auto recharge, for those people that just hate the thought of having many rounds with nothing to do.

Encounter Abilities
Certain class abilities have the tag (Encounter - dX). These are known as Encounter Abilities.

When you use an Encounter Ability you gain the Depleted condition. A depleted character cannot use ANY encounter abilities. The dX determines the recharge roll you make (see Regaining Encounter Abilities) below.

Regaining Encounter Abilities
A depleted character makes a recharge roll at the end of their turn (including on a turn they became depleted). On a 4 or higher, the character is no longer depleted. The recharge roll is determined by the last Encounter Ability that was used.

Example: Disarming Attack (Encounter - d8). A depleted character rolls a d8 at the end of each turn to recharge.

Dodge Action - The Dodge Action immediately removes the depleted condition.


Battle Master Fighter Example

Commander's Strike
(Encounter - d4).
Brace (Encounter - d6)
Disarming Attack (Encounter - d8).

On Turn 1 I use Commander's strike, and my character become depleted. At the end of the turn I roll a d4, and get a 4, so I am no longer depleted.

On Turn 2 I have access to any of my manuevers, and choose to use Disarming Strike. At the end of this turn, I roll a d8, but get a 3.

On Turn 3 I am depleted so cannot use any encounter abilities. At the end of the turn I roll a d8 again and get a 5, so no longer depleted.

On Turn 4 I can once again use any maneuver.

Sorcerer Example

Subtle Spell
(Encounter - d12)
Quicken Spell (Encounter - d4)

On Turn 1, the sorcerer uses Quicken Spell and becomes depleted. At the end of her turn she rolls a d4, and gets a 3, remaining depleted.

On Turn 2 she becomes under attack by some monsters and is feeling the heat. She decides to take the Dodge Action, and is no longer depleted. Still having her bonus action she uses Quicken Spell again, becoming depleted. At the end of the turn, she rolls a d4, and this time gets the 4. She will have her encounter abilities for the next turn.

On Turn 3 having been placed in an area of silence, she uses Subtle spell to allow her to cast. She is now depleted, and at the end of her turn she rolls a d12, getting a 6, and is no longer depleted.
 
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Morrus

Well, that was fun
Staff member
So if you have a bunch of abilities all with different recharge dice, you roll them all every round to see which ones you can choose from this round?

The 4E recharge rolls were easy to forget. My worry is this is a lot of tracking and die rolls before your turn even starts. I feel like this would make turns much longer as people did their recharge phase to roll to see what actions they’re allowed to take before taking their actions.
 

payn

He'll flip ya...Flip ya for real...
What about hot and cold rolling? Some folks will use cool abilities every round, and some may not get to use any.
 

Stalker0

Legend
So if you have a bunch of abilities all with different recharge dice, you roll them all every round to see which ones you can choose from this round?
No its actually much much simpler than that.

When you use an ability, all abilities tied to the same mechanic are "exhausted". Either you can use any ability, or none at all (and again for context I mean all abilities tied to this mechanic. A class may have abilities that are seperate from this ability pool).

Let me use another example.

So my battle master fighter has 3 manuevers:

  1. Commander's Strike (d4)
  2. Brace (d6)
  3. Disarm (d8)
At the start of combat, he uses Brace. ALL of his manuevers are expended, the fighter has a moment of "fatigue" and can't use his manuevers again. At the start of the next round, he rolls a d6. He gets the 4, and so he is refreshed. He has access to all three of his maneuvers again, and can choose any of them. This round he chooses disarm.

At the start of the next turn, he rolls a d8 this time, but is unlucky and gets a 3. He cannot use any maneuvers this round.

At the start of round 4, he rolls that d8 again, and succeeds. He once again could use any of his maneuvers.


So all you ever have to remember in the game tracking wise is which die to use....which is as simple as putting to the side the specific die when you use an ability and then roll it on your next turn.
 

I like the general idea. I do wonder if changing the die size and keeping a static target number is better/worse/the same as keeping a single die size and changing the target number. I lean towards the latter so that you could do it all on a d20 and potentially allow for interactions with ability score modifiers, Jack of all trades, bless, remarkable athlete, adv/dis, etc. Then just set basic thresholds of 5, 10, 15, 20 or whatever makes sense.
 

My biggest problem with a system like that is... what do you do while waiting on your cool down? Auto-attack? That's doesn't seem especially fun to me.
 
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Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
I think its a great idea. Spell slots would require a lot of work, but I think it may be worth it:

Warlock spell slots (d4) ->they auto-scale but you get less of them (harder to recover). Arcanum are recovered at the next dawn.

Spellcaster spell slots:
Character level1st level slot2nd level slot3rd lvl slot4th level slot
11d4---
21d4---
31d61d4--
41d61d4--
51d81d61d4-

etc
 
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Rabulias

the Incomparably Shrewd and Clever
I think its a great idea. Spell slots would require a lot of work, but I think it may be worth it:

Warlock spell slots (d10) ->they auto-scale but you get less of them (harder to recover). Arcanum are recovered at the next dawn.

Spellcaster spell slots:
Character level1st level slot2nd level slot3rd lvl slot4th level slot
11d8---
21d8---
31d61d8--
41d61d8--
51d41d61d8-

etc
Maybe I misunderstood the original premise, or maybe your point, but I think you got the d4s and the d8s mixed up in the chart above? Wouldn't recovering from casting a 3rd level spell be more difficult than recovering from casting a 1st level spell?
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Maybe I misunderstood the original premise, or maybe your point, but I think you got the d4s and the d8s mixed up in the chart above? Wouldn't recovering from casting a 3rd level spell be more difficult than recovering from casting a 1st level spell?
oups, yes indeed, I misread.
 

Horwath

Legend
Would rather have set recharge time for various abilities than to fiddle every round with 5 different dice.

So, you can have:
at-will or 1 round recharge.
2 round recharge
1 min recharge
1hr recharge
8hr recharge
 

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