I backed The Fall of Somerset Landing on Kickstarter and have begun to try out the rules for N.E.W. version 1.2. However, a few rules questions pop up.
1. The rules reference "DEFENSE" on several places (Electrokinetic blast on page 36, Prison tough on page 45, Psychic choke and Psychic push on page 49, Coughing on page 58, The table Skills & Derived Statistics on page 61, final paragraph on page 62, third paragraph on page 63, Cryrokinetic[sic!] blast, Electrokinetic blast, and Electrokinetic fork on page 66, Pyrokinetic blast on page 67, Telekinetic shield and Blink on page 68, Resistance on page 95, table at bottom of page 116, first paragraph on page 119, last paragraph on page 124, and Psionic attacks on page 167). Does this refer to any of the defenses, all fours defenses or how does that work?
2. VITAL DEFENSE is missing from the table at the top of page 64 and the listing of defenses under Checks and attacks on page 65. Since it seems to be a late addition to the game, are there any other places were it should appear? Armour defense mods? Shield defense mods? SOAK?
3. Defensive skills for MENTAL DEFENSE is listed as concentration or meditation on page 62, but the tables on page 61 and page 64 also lists bravery, discipline, religion, conviction, leadership, psychology, and rulership. Which one is correct?
4. The table on page 267 gives size mods to VITAL DEFENSE, but the rules on page 63 does not mention that. Should we use those size mods for player characters as well?
5. Page 31 states "You can take an origin multiple times", but Designing a Career on page 258 states "origins are less restrictive in that regard as they are only taken once" and "Origins, on the other hand, need only one exploit", both of which seems to indicate that can can only take an origin once. Which one is correct?
Finally, an observation regarding skills. I realize that "anything can be a skill", but a bunch of skills are being singled out as defensive skills, a category most characters probably would like to invest in. Shouldn't there be some brief explanation of those skills? E.g. if both acrobatics and dodging works towards your MELEE and RANGED DEFENSES, wouldn't acrobatics (a broad skill) beat dodging (just dodging) as a player choice? And what is the difference between the VITAL DEFENSE skills fortitude and resistance? Especially since "resistance" seems to be a game synonym for SOAK (page 95).
Otherwise it seems a very solid game system. Or maybe I should call it a game system toolbox, since it really invites us to build our own thing with it.
/Mikael
1. The rules reference "DEFENSE" on several places (Electrokinetic blast on page 36, Prison tough on page 45, Psychic choke and Psychic push on page 49, Coughing on page 58, The table Skills & Derived Statistics on page 61, final paragraph on page 62, third paragraph on page 63, Cryrokinetic[sic!] blast, Electrokinetic blast, and Electrokinetic fork on page 66, Pyrokinetic blast on page 67, Telekinetic shield and Blink on page 68, Resistance on page 95, table at bottom of page 116, first paragraph on page 119, last paragraph on page 124, and Psionic attacks on page 167). Does this refer to any of the defenses, all fours defenses or how does that work?
2. VITAL DEFENSE is missing from the table at the top of page 64 and the listing of defenses under Checks and attacks on page 65. Since it seems to be a late addition to the game, are there any other places were it should appear? Armour defense mods? Shield defense mods? SOAK?
3. Defensive skills for MENTAL DEFENSE is listed as concentration or meditation on page 62, but the tables on page 61 and page 64 also lists bravery, discipline, religion, conviction, leadership, psychology, and rulership. Which one is correct?
4. The table on page 267 gives size mods to VITAL DEFENSE, but the rules on page 63 does not mention that. Should we use those size mods for player characters as well?
5. Page 31 states "You can take an origin multiple times", but Designing a Career on page 258 states "origins are less restrictive in that regard as they are only taken once" and "Origins, on the other hand, need only one exploit", both of which seems to indicate that can can only take an origin once. Which one is correct?
Finally, an observation regarding skills. I realize that "anything can be a skill", but a bunch of skills are being singled out as defensive skills, a category most characters probably would like to invest in. Shouldn't there be some brief explanation of those skills? E.g. if both acrobatics and dodging works towards your MELEE and RANGED DEFENSES, wouldn't acrobatics (a broad skill) beat dodging (just dodging) as a player choice? And what is the difference between the VITAL DEFENSE skills fortitude and resistance? Especially since "resistance" seems to be a game synonym for SOAK (page 95).
Otherwise it seems a very solid game system. Or maybe I should call it a game system toolbox, since it really invites us to build our own thing with it.
/Mikael