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

What if one maneuver has d4, second d6 and a third one d8, as in they are different in power so they cannot be used at the same frequency?
They are all tied together. Use of any maneuver "turns off" all maneuvers until you roll the target number or higher. Once you do that, all maneuvers come back online for use and you can use one before they get turned off again.

More powerful options have a smaller die, so it's harder to get access to any of your maneuvers again after using something powerful. Assuming the starting target number of 4, a d4 gives you a 25% chance of maneuver recovery, a d6 gives you a 50% chance, and a d8 gives you a 62.5% chance.
 

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I think gameplay wise it is far more interesting if each ability has their own cooldown, and forces you to make clever combos.

Tracking each ability seperately may sound cumbersome, but I'm sure there are ways to make it easier. The boardgame Lobotomy uses this type of ability cooldown. It was one of its few redeeming features.

Do I use an ability with a long cooldown early, so that it comes off cooldown by the time I've exhausted lighter abilities?

Another thing that I really liked about Mass Effect's combat, is how abilities can be combined into more powerful attacks. For example, an opponent in cover may be floated into the air, rendering him helpless, but also making him an easy target. Combine this with a launch ability, and you can throw him over the edge of a platform, or into a hazzard.
 

They are all tied together. Use of any maneuver "turns off" all maneuvers until you roll the target number or higher. Once you do that, all maneuvers come back online for use and you can use one before they get turned off again.

More powerful options have a smaller die, so it's harder to get access to any of your maneuvers again after using something powerful. Assuming the starting target number of 4, a d4 gives you a 25% chance of maneuver recovery, a d6 gives you a 50% chance, and a d8 gives you a 62.5% chance.
that is better. however, it would still be better with fixed CD of rounds. There is too much RNG with d20 already. No need to add more good/bad luck with frequency of (powerful) attacks.
 

What if one maneuver has d4, second d6 and a third one d8, as in they are different in power so they cannot be used at the same frequency?
I explained that in my example, so I am not sure what you are not understanding. However I will try again. Here are the example maneuvers in the OP:

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

After you use a maneuver, you can't use any maneuvers until your ability to use maneuvers recharges. The die provided with the maneuver is how exhausting that maneuver is and is rolled at the end of your turn. If you roll a 4 or greater on your recharge roll, you can use maneuvers again (any maneuver) on the next round. So:

Round 1: Bob uses a Disarming Attack (d8) and roles a 5 on his recharge roll, so he can use maneuvers again on the next round

Round 2: Bob uses Commander's Strike (d4) and roles a 2 on his recharge roll, so he cannot use maneuvers on the the next round.

Round 3: Bob takes an action / attack, but cannot use maneuvers (he is to tired rom using CS), however, on his recharge he rolls a 4! He can use maneuvers next round.

Round 4: Bob uses Brace (d6) and roles a 1, he cannot use maneuvers on his next round again...

Does that help?
 


Fun option for those who would like to lower the required roll on the recharge die after a time to decrease the risk of having 5-6 rounds without anything to do:

- Use an Escalation Die

The DM has a die that represent the escalating tension of the fight. Usually starts a 1 after the first round, and the DM increases it every round or two (or when the Monsters crit!). All creatures on the board add this number to any damage roll and and lower the target number of Recharge rolls. by the same amount.

Out of combat, the recharge roll are made every hour.

Other features:

Rage: Recharge on a d4, but the roll is only made when you are no longer raging.

Action Surge: Recharge on a d4, but can only be used once per encounter. Action Surge reset all your Recharge.

Second Wind: recharge on a d4.
 

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