v1.3.0
Versions
If you look in the lower left (or open the nav menu and look at the bottom), you'll see the current version.
Go ahead, click on it...what's that! Links to the older versions of the site! #mind-blown...or whatever
I've resurrected a few key versions of ME5e. NOTE!!! These are resurrections, flaws and all, including any flaws the site at that version.
They're not going to have all the new and pretty site improvements I plan on introducing.
- v0.8.4 contains the classes and species "pre-v1.0.0"
- v0.9.1 contains the post-v1 classes, but pre-v1 species
- v1.2.0 contains everything as it has been for the past year or so
Moving forward, whenever I release, I'll "freeze" a version of the site and make it available. Hopefully, this will
let people utilize the version they like/d most. If, one day...far far far into the future, I get everything I want done,
maybe I'll make some sort of version compiler that lets you pick and choose atomic parts of the rules in the version you want. While
that would be super awesome and I'd love the challenge, I've got plenty of other skald to fry.
Site
Backend updates
- Dark mode. It's here...it's live...it's darker than Jack's backstory
- Note: you can toggle it if you like the light
- Metric toggler. Do you hate the metric system...well...(no comment)...you can now used imperial measurements instead
- Note: It's very possible I missed something somewhere. If you notice some measurement that isn't being toggled, please let us know
Organization
- Mods. Armor and Weapon mods were combined into a single list.
- Gear Section. The new gear section contains: Grenades, Heavy Weapons, Tools and Kits (the physical items), Omni-tool programs, and other consumables (medi-gel, thermal clips, heavy weapon charges)
- Tool Proficiencies can now be found in the appendix.
- The Generators section contains the loot and npc generator, more generators will be coming as I more forward with other updates.
- The Guides section contains some of those random pages about creating encounters, custom armor, etc. I may expand this section in the future with more GM-friendly materials.
- The Feedback & About pages have been combined
Name changes
- "Race" has been renamed to "Species" throughout (if I missed a reference, please let us know)
- "Spell" has been renamed to "Power" throughout (if I missed a reference, please let us know)
- This includes phrases like "spellcasting" becoming "powercasting"
- "Armor sets" are just called "Armor"
- The "Grunt generator" has been renamed to the "NPC generator"
Rules
- Species/Class restrictions have been removed. GM's can still limit based on their discretion.
- Species/Setting restrictions (i.e. Andromeda vs Milky Way) have been removed. GM's can still limit based on their discretion.
- Racial Starting Credits have been removed. Starting credits are now decides by class. See: Rules > Equipment > Starting Equipment
- Two-weapon fighting. Two-weapon fighting now applies to all light weapons (ranged and melee). See: Rules > Combat > Making an Attack > Dual Wielding
- This also had a chain of effect which required a few other changes.
Classes
Fighting Styles
Ambidextrous was added which works for any combination of melee and ranged two-weapon fighting. I'm not 100% sure about
this approach because I don't think it makes sense for a character who specializes is dual-wielding
swords to be able to pick up a couple of pistols and fire akimbo without issue. But it streamlines the rules significantly.
Once the weapon refactor happens, this might change.
Gunslinger was removed as the addition of Two-weapon fighting effectively made it obsolete. The only difference is
the limitation of "light" ranged weapons in two-weapon fighting, whereas gunslinger let you use non-light weapons. This
is addressed with the new feats, but GMs might wish to simply use the old rules.
Feats
- Dual Wielder remains as is.
- Melee Gunner a replacement for Melee Specialist (parts of which became obsolete with the two-weapon fighting change). It focuses on utilizing your gun as a melee weapon or firing in close range then making a melee attack.
Conditions
- Primers & Detonators. The explosions resulting from a primer being detonated now scale with your level, similarly to cantrips.
Gear
Grenades
I did some additional clean-up on grenade "marks", scaling them similarly to a 5e spell scroll.
What didn't happen
- Simplified Shield Regen Rules. Due to the interconnectedness of armor and shields, this will be postponed to the armor rework.
- Melee Attacks and Shields. I was going to turn the melee-shield-bypass rule into a variant, but since I did not rework shields, this was postponed.
- Remove Targeting. This was more a lack of time and the fact that I didn't want to update any classes (at least one has an interconnected feature with targeting). This will come with a weapon rework.