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Star Trek Adventures: Now that the full rules are out, what do you think?
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<blockquote data-quote="oneshot" data-source="post: 7241467" data-attributes="member: 61634"><p>I'm not trying to delve back into the "snowball" thing yet again, but throwing 4-5 dice at a difficulty 2 is a huge waste of resources unless that difficulty 2 task was some kind of "must succeed" test that prevented them from otherwise advancing in the adventure. One extra die and/or an assist from another PC or two is more than enough to succeed and move on past that task. It sounds like your players were more concerned about having a full momentum pool instead of just analyzing whether it was worth the expenditure of resources just to try to net a few more banked momentum.</p><p></p><p>Also, sometimes the smartest play isn't subject to a mathematical analysis. For example, in the first playtest adventure that is now the adventure included in the core book, spending a point of determination to declare that the science station has a functioning transporter creates a tremendous advantage for the players and allows them to do an end-run around several problems that they would otherwise encounter, but it won't add much mathematically to any rolls. Advantages also can just permit actions that would be otherwise impossible, and the value in that could heavily outweigh any advantage of buying two successes on a later roll. I've had lots of examples at my table where clever, out-of-the-box spending of determination (or momentum as part of a check) created an advantage and solved some problem without requiring the players to roll a task to do it. For me, that fact that the game encourages such things is a plus, given the genre conventions it's trying to emulate.</p><p></p><p>I will heartily agree with you that players who are min-maxers or who prefer a play style more along the lines of "kick in the door, kill the monsters, take their stuff" will not like this game much. Ditto with the advancement system. As I noted upthread, a player who plays only to see the numbers on the sheet go up and up and up until his or her character is incredibly powerful will hate this game, but it's not written with that style of play in mind.</p></blockquote><p></p>
[QUOTE="oneshot, post: 7241467, member: 61634"] I'm not trying to delve back into the "snowball" thing yet again, but throwing 4-5 dice at a difficulty 2 is a huge waste of resources unless that difficulty 2 task was some kind of "must succeed" test that prevented them from otherwise advancing in the adventure. One extra die and/or an assist from another PC or two is more than enough to succeed and move on past that task. It sounds like your players were more concerned about having a full momentum pool instead of just analyzing whether it was worth the expenditure of resources just to try to net a few more banked momentum. Also, sometimes the smartest play isn't subject to a mathematical analysis. For example, in the first playtest adventure that is now the adventure included in the core book, spending a point of determination to declare that the science station has a functioning transporter creates a tremendous advantage for the players and allows them to do an end-run around several problems that they would otherwise encounter, but it won't add much mathematically to any rolls. Advantages also can just permit actions that would be otherwise impossible, and the value in that could heavily outweigh any advantage of buying two successes on a later roll. I've had lots of examples at my table where clever, out-of-the-box spending of determination (or momentum as part of a check) created an advantage and solved some problem without requiring the players to roll a task to do it. For me, that fact that the game encourages such things is a plus, given the genre conventions it's trying to emulate. I will heartily agree with you that players who are min-maxers or who prefer a play style more along the lines of "kick in the door, kill the monsters, take their stuff" will not like this game much. Ditto with the advancement system. As I noted upthread, a player who plays only to see the numbers on the sheet go up and up and up until his or her character is incredibly powerful will hate this game, but it's not written with that style of play in mind. [/QUOTE]
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Star Trek Adventures: Now that the full rules are out, what do you think?
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