|
Post by Pawel on Sept 30, 2023 7:56:31 GMT
Hellooo fellow mammals, The September Kickstarter update is here, and in it: - The much anticipated tech chapter (minus the vehicles for now, something to look forward to!)
- The Storm Surge campaign playtest update
Let's get proofreading! *cracks knuckles*
|
|
|
Post by neil on Oct 2, 2023 15:35:56 GMT
A question about the autonomy feature of drones and the like. I really like this addition to the rules!
But it seems a bit incomplete. The "Autonomy" tag for equipment specified Cognition and Coordination scores, but it doesn't say what Skill Set is used, so we don't know what skill rating to add to those scores, or how many dice to roll if we're using the drone in a scene.
I thought I'd open it up to the Whalesong here for suggestions.
I think it makes sense to have the numbers in the writeup represent the Stat + Skill total, so there's no need to have separate skill ratings. As for the Skill Set, my first thought was something like:
Follow Instructions > Operate Normally > My One Job
Any thoughts?
Also, do we think the MHD Sled, Hardsuit and Powered Battle Armour should have Autonomy scores? That way, a suit can walk itself from storage to the ready room. I'm sure nothing would ever go wrong...
|
|
|
Post by Pawel on Oct 2, 2023 18:02:21 GMT
Hmm, I actually presumed the Autonomy stats would work in simple Attribute Tests, without any skill sets added. Most of those Cognition and Coordination scores looks pretty high (or thematically sleepy/clumsy) and I reckon would suffice for the devices to serve in the capacity they're supposed to be able to? But yeah, clarification here is a great suggestion.
Oh yeah, at least the Sled should be able to drive itself back wherever it normally parks, and hardsuits are vehicles as well. Underwater automation is so very much more important, as devices can't listen as easily as on the surface to whatever external guidance systems or remote commands. So also a great suggestion!
|
|
|
Post by neil on Oct 3, 2023 14:32:11 GMT
Ah, it can't be just straight Attribute tests for remotes, as the Triage Remote description has this:
So, there must be skillsets in there somewhere.
Also, I'd word it as "skillset of 6, but unconscious or uncommunicative patients apply the 'Unresponsive -2' Tag."
|
|
|
Post by Pawel on Oct 3, 2023 14:38:34 GMT
Ah, it can't be just straight Attribute tests for remotes, as the Triage Remote description has this: So, there must be skillsets in there somewhere. Also, I'd word it as "skillset of 6, but unconscious or uncommunicative patients apply the 'Unresponsive -2' Tag." Yeah, I have a bit of a thing for "remove disadvantage" rather than "increase skill level" when it comes to complications. Digital Optics are supposed to give you a +2 to all vision rolls in darkness. I'm thinking "no, you don't see better in darkness with Digital Optics, than you'd see otherwise in daylight. You just remove the darkness debuff when you put your Digital Optics".
|
|
|
Post by neil on Oct 3, 2023 15:59:05 GMT
There's a nice piece of jargon from Fate. Some stunts, aspects, and gear give you a bonus on things. Others give you "Permission" to do something. For instance, if you have Digital Optics, you can see in the dark. If you have a virt, you can access CommCore. If you have a pass, you can get in the nightclub.
So yes, I agree that Digital Optics would be better as "You ignore penalties due to darkness and dim light."
|
|
|
Post by Pawel on Oct 3, 2023 17:09:28 GMT
There's a nice piece of jargon from Fate. Some stunts, aspects, and gear give you a bonus on things. Others give you "Permission" to do something. For instance, if you have Digital Optics, you can see in the dark. If you have a virt, you can access CommCore. If you have a pass, you can get in the nightclub. So yes, I agree that Digital Optics would be better as "You ignore penalties due to darkness and dim light." Neat way of categorising things. I haven't tried Fate in the past. Would you give it a thumb of recommendation? By the way, I've send a feedback entry via the Google Form (apart from the proofreading I'm slowly going through) to also suggest an Autonomy stat for an MHD sled. I don't think there was ever a sled in of my campaigns that wouldn't drag things around on its own or follow the user when not otherwise needed.
|
|
|
Post by neil on Oct 5, 2023 9:54:29 GMT
Fate is good for freewheeling games that emphasise player creativity. It also advocates for story logic over real-world simulation. The writeup of a Fate session will be closer to a thrilling tale than an after-action report. If that's what you want, it's an incredibly flexible and versatile system.
|
|
|
Post by Pawel on Oct 5, 2023 10:05:09 GMT
Fate is good for freewheeling games that emphasise player creativity. It also advocates for story logic over real-world simulation. The writeup of a Fate session will be closer to a thrilling tale than an after-action report. If that's what you want, it's an incredibly flexible and versatile system. Sounds pretty good. And what sort of worlds do you tend to run with this system? It's one of those modular systems, isn't it?
|
|
|
Post by neil on Oct 7, 2023 8:47:48 GMT
Yes, Fate is a generic system. There are a bunch of settings worked up for it, in the "Worlds of Fate" line. Fate games have a particular tone rather than a particular setting. Games tend to have a lot of action and adventure, with broad strokes characters. It's not one for detailed realism or subtlety. Star Wars and Avatar have the feel of a Fate game, rather than quiet character studies.
|
|
|
Post by Pawel on Oct 7, 2023 8:53:05 GMT
Yes, Fate is a generic system. There are a bunch of settings worked up for it, in the "Worlds of Fate" line. Fate games have a particular tone rather than a particular setting. Games tend to have a lot of action and adventure, with broad strokes characters. It's not one for detailed realism or subtlety. Star Wars and Avatar have the feel of a Fate game, rather than quiet character studies. Gotcha, many thanks, Neil. Gonna give it a wee look.
|
|