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Post by grinnenbaeritt on Aug 7, 2019 15:50:12 GMT
With the "Challenging Attributes" (Proposed)..... Will they be a *benefit* for the player bringing them into play in someway*?
Otherwise, it's going to be a trust issue, or the moderator keeping track... which might slow it down.
* Like other systems have luck mechanics or some element of xp bonus for using flaws.
Second Point: Can the player claim two bonuses on the same attribute if both are applicable?
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Post by Admin on Aug 11, 2019 18:15:14 GMT
I've got to say the Tracks and Ties system is just really cool. I love designing relationships with the other PCs as part of character generation, really fleshes out the group dynamic right from the get-go! I hope that the character generation system in the full version has some sort of throwback to the v1 / v2 system where you built your character by building their past - like, selecting origin, background, professional packages. It looks like there's something very similar looking at the pregens, and I loved the feel that when you finished your sheet you had a -history- built in, which emerged just by going through the process. It's in there 100%! In fact it's baked into the character sheet. Each skill set has a "source" - origin, background, profession, etc, - and is intended to be inspired by/linked to that part of the character's life.
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Post by Admin on Aug 11, 2019 18:19:24 GMT
With the "Challenging Attributes" (Proposed)..... Will they be a *benefit* for the player bringing them into play in someway*? Otherwise, it's going to be a trust issue, or the moderator keeping track... which might slow it down. * Like other systems have luck mechanics or some element of xp bonus for using flaws. Second Point: Can the player claim two bonuses on the same attribute if both are applicable? That's actually why the challenge trait is not included in the quickstart - I have yet to decide how best to track/impose it in play. Any suggestions? Regarding your second point - not as specified in the current rules, but I guess it's an option.
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Post by michaelsd on Aug 12, 2019 9:50:49 GMT
Challenge trait? Sorry, I am lost here...what are they?
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Post by doublea on Aug 12, 2019 17:36:16 GMT
With the "Challenging Attributes" (Proposed)..... That's actually why the challenge trait is not included in the quickstart - I have yet to decide how best to track/impose it in play. Any suggestions? It's a neat idea. There are a bunch of systems that use negative traits as 'generators' for some sort of game-consumable resource. Burning Wheel / Mouse Guard uses a clever system where every trait can -either- give you an advantage or disadvantage; however if you use it as a disadvantage it gives you a bonus to be used in the future, as opposed to in the moment. Similarly....ah, my memory is failing on where this comes from, but I recall another system where if you 'activate' your character's flaw you can get a bonus to a later roll as well. The actual mechanics are failing me though it sort of requires some sort of 'resource' economy on the character sheet.
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Post by grinnenbaeritt on Aug 14, 2019 17:10:07 GMT
The 2d20 system uses "Flaw Activation", but gives a bonus for a future test.
It could be that simply activating it, gives the same bonus (like the others) but comes with a price..?
As for using Two attribute bonuses... again you could allow it to double the bonus, but at a price. Might be easier to allow one only though, it might slow the game down as players try and claim two all the time.
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Post by Admin on Sept 7, 2019 6:46:12 GMT
I think I will lift some rules over into the old V2 Synergy, as I am not fond of the (over)simplification. My, unwanted , opinion: - I think the numerous attributes were quite in tune with a scifi game an I liked them. The 2 specialisation do not bother me really, yes, I am not sure they are better / needed / should replace aptitude. Altough in V2 aptitude was way too powerful for my taste and use simple bonus, but that is not a big deal. My problem with the descriptors is that they work great in a group which is used to play together. They know what charismatic, etc. means. Less so with strangers. Maybe that is just my experience. - "I am toying with the idea of requiring each character take one focus as a challenge" -> this is a great idea. I like when advantages have disadvantages. - Skill list was fine, not sure I need the skill "packages", but let's see. But, I agree, that V3 is more "current", more appropriate for the current narrative ruleset demands of the market. It is a nice one, grats. I still dig v2 as well, but I think of it this way. It's not going anywhere, and now there will be other options for other tastes. Win-win!
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Post by Admin on Sept 7, 2019 6:53:03 GMT
That's actually why the challenge trait is not included in the quickstart - I have yet to decide how best to track/impose it in play. Any suggestions? It's a neat idea. There are a bunch of systems that use negative traits as 'generators' for some sort of game-consumable resource. Burning Wheel / Mouse Guard uses a clever system where every trait can -either- give you an advantage or disadvantage; however if you use it as a disadvantage it gives you a bonus to be used in the future, as opposed to in the moment. Similarly....ah, my memory is failing on where this comes from, but I recall another system where if you 'activate' your character's flaw you can get a bonus to a later roll as well. The actual mechanics are failing me though it sort of requires some sort of 'resource' economy on the character sheet. Greg and I have talked about this kind of resource at length, and agree that we don't want to lessen the tone of hard sci-fi we try to keep in BP with a mechanical commodity that has no realistic, in-game counterpart - like luck, or moxie or fate points. You can't measure or collect any of those in a "realistic" world. Does that make sense?
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Post by Admin on Sept 7, 2019 7:02:54 GMT
Challenge trait? Sorry, I am lost here...what are they? Realistically, some characters traits should not be as good as others. Rather than all focus attributes providing bonuses, I am considering requiring one to provide a penalty instead. J-
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Post by Pawel on Sept 7, 2019 8:14:51 GMT
IHMS me now, so that I can wake up in Q1 2020 and Kickstart this baby with mah monehy!
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Post by doublea on Sept 8, 2019 19:17:31 GMT
It's a neat idea. There are a bunch of systems that use negative traits as 'generators' for some sort of game-consumable resource. Burning Wheel / Mouse Guard uses a clever system where every trait can -either- give you an advantage or disadvantage; however if you use it as a disadvantage it gives you a bonus to be used in the future, as opposed to in the moment. Similarly....ah, my memory is failing on where this comes from, but I recall another system where if you 'activate' your character's flaw you can get a bonus to a later roll as well. The actual mechanics are failing me though it sort of requires some sort of 'resource' economy on the character sheet. Greg and I have talked about this kind of resource at length, and agree that we don't want to lessen the tone of hard sci-fi we try to keep in BP with a mechanical commodity that has no realistic, in-game counterpart - like luck, or moxie or fate points. You can't measure or collect any of those in a "realistic" world. Does that make sense? It makes a lot of sense; As you've said before it's that line between narrative gameplay and simulationist. I'll be honest I'm on the fence about it myself. I am a big fan of modern games allowing for narrative focus, but would I feel like Blue Planet wouldn't be the same with that same idea? I think it's just a question of whether the game is meant to be realistic, hard sci-fi, or narrative and cinematic. Of course I say that, and games like Call of Cthulhu are both realistic and not realistic, narrative and yet is unforgiving, and that works fine for that system because it's all about the feel of the game. As I write this I think you're right, BP wouldn't be the same if it wasn't crunchy.
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Post by sabbak on Sept 17, 2019 20:03:42 GMT
Hello there,
I've just finished to read the rules of the quickstart (not test and play, just read). Four things bothered me:
1)You only have ONE general, ONE core and ONE specialty skills linked? That prevents you to have, say: Scientist (1d) => Biology teacher (2d) => Chemistry (3d) AND Oceanography (3d)... I think it would be better to allow multiple specialties. Otherwise it could be very problematic for the GM to handle such situations.
2) Regarding damage in combat. The damage rules needs many calculations, as the combat rules in general (as seen in the Marsh devil exemple) and slow down the pace of a combat to much to my taste... I don't know how to make it better...
3) Regarding Combat as well: I haven't see any effect of the Action Value (I.e. degree of success) on the Damage Rating or anything else... Is it correct?
4) Not having the SPEED of the vehicules puzzled me. OK, you have their "attributes", but I need some more information, especially regarding pure speed and acceleration. At least to add flavour! Regarding flavour: I really like the "exemple modells" you give for each vehicule! That is cool!
I have to read them more deeply but the general feel is good: the rules seems more modern, more flexible... more 2019! ;-)
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Post by grinnenbaeritt on Sept 20, 2019 16:57:23 GMT
I checked out the sample characters, and having only seen the end results... and not the character creation guidelines, I'd have to say I was a little disappointed (and confused) having seen the character sheets, ATM they are not a selling point for me.
But I quite like the idea of the skills pyramid though.. Loose (1), specific (2), Specialised (3)... but I see where limitations might lie, especially when a character advancement/progression and xp is taken into account... not to mention allowing for such on a character sheet...
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Post by Rifter on Sept 22, 2019 15:42:43 GMT
It's a neat idea. There are a bunch of systems that use negative traits as 'generators' for some sort of game-consumable resource. Burning Wheel / Mouse Guard uses a clever system where every trait can -either- give you an advantage or disadvantage; however if you use it as a disadvantage it gives you a bonus to be used in the future, as opposed to in the moment. Similarly....ah, my memory is failing on where this comes from, but I recall another system where if you 'activate' your character's flaw you can get a bonus to a later roll as well. The actual mechanics are failing me though it sort of requires some sort of 'resource' economy on the character sheet. Greg and I have talked about this kind of resource at length, and agree that we don't want to lessen the tone of hard sci-fi we try to keep in BP with a mechanical commodity that has no realistic, in-game counterpart - like luck, or moxie or fate points. You can't measure or collect any of those in a "realistic" world. Does that make sense? I think Strain fits the bill here. It's an "associated" mechanic and doesn't come with the need for an "economy." I like metacurrency but not every game needs to have it.
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Post by grinnenbaeritt on Sept 24, 2019 20:42:24 GMT
Looking deeper into the character sheets, and having to guess at the character generation part.. it looks like it builds following v2 in characters having an origin, a Background, an Education and a number of Professions depending upon level of play. Is this right? I'm assuming the varying options/names for the skill sets fully detailed in the rules. Also, at first glance it (the layout of sample characters) appeared to be rather confusing, at least with respect to a player then selecting an appropriate skill when asked to test... I can imagine the delays and confusion when using pre-genned characters... how did it go during the play-tests at conventions compared to a more formal character sheet? I'm working on one of my own..(a direct copy of one of the three sample characters) to use in a home play-test. I'm just fitting the equipment details on it, I'll post it here (if I can manage it ) when I've finished.
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