LucasC
First Post
There were 7 players and myself in this session - the players each have 4,000 XP and have not had an opportunity for 'down time' so they have not picked up any additional Career progressions beyond the starters.
This playtest utilized the August playtest guide.
Basic Stats
Here are some basic statistics drawn from each player.
Defenses
Attack Pools
Five of the seven characters had one of these attack pools. Seems I missed capturing the other two.
Damage Pools
Five of the seven characters had one of these damage pools.
Misc Feedback & Questions
Special Emphasis
These two items are broken out from above just to provide emphasis on them as they were 'hot button' topics with my players.
Psionics
With new support around psionics, and picking up another player interested in trying them out, we got to see a bit of psionics in action last night.
I will summarize my feedback in one sentence.
The two psionic characters were attacking with an attack pool of 5d6 and a damage pool of either 5d6 or 6d6. This damage ignored all SOAK and the attack itself targeted Mental Defense which tends to be lower for many monsters. These attacks also ignore cover and all other mechanics intended to help with balance (shooting in melee, covering fire, roll with it, etc.).
Furthermore, by adding a single rank in Battlepsych they do all of this without suffering any of the negative consequences inherent in the use of psionics.
Combat Feedback
I still find it difficult to find a good balance between challenge and overwhelming force.
Last night's game involved 2 battles.
The first included 2 gobbers for each PC. This fight failed to offer any challenge to the PCs. The gobbers attack with 3d6 making a hit unlikely. Then, on the occasions where they did hit, dealing damage against the PCs in armor (SOAK 10 generally) was more unlikely (weapon damage = 2d6). Pack tactics helped with this a little but I think in the entire combat they dealt less than 10 points of damage to players.
The second fight involved vehicles and thugs. I simply doubled all the thugs attack dice pools so that the PCs felt there was some damage. This pumped things up to about 6d6 for hits and 2d6 for damage. When adding in positional bonuses and other benefits I could get another die or two on damage and begin to hurt the PCs. It worked OK but not great.
Rule Presentation
Character Sheet
Typos
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Lucas

The City of Brass :: the next generation of gaming apps
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This playtest utilized the August playtest guide.
Basic Stats
Here are some basic statistics drawn from each player.
Defenses
- 10, 11, 12, 13, 13, 17, 19
- (the character with 19 is a star knight and 5 comes from his rank 2 class exploit & requires he be unarmored)
Attack Pools
Five of the seven characters had one of these attack pools. Seems I missed capturing the other two.
- Pool 1 (1 character): 7d6 (3d6 ability, 2d6 skill, 1d6 battlesuit, 1d6 high quality)
- Pool 2 (2 characters): 10d6 (3d6 ability, 2d6 skill, 1d6 battlesuit, 1d6 high quality, 3d6 seeker enhancement)
- Pool 3 (2 characters): 5d6 (3d6 ability, 2d6 skill)
Damage Pools
Five of the seven characters had one of these damage pools.
- Pool 1 (1 character): 6d6 (3d6 weapon, 1d6 racial, 1d6 high quality, 1d6 exploit)
- Pool 2 (2 characters): 5d6 (4d6 large weapon, 1d6 high quality)
- Pool 3 (1 character): 5d6 (2d6 psiblast, 3d6 rank 7 pwr)
- Pool 3 (1 character): 6d6 (2d6 psiblast, 3d6 rank 7 pwr, 1d6 battlepsyc rank 2)
Misc Feedback & Questions
- Can a character benefit from emergency first aid (EFA) for the purposes of stabilizing the dying countdown pool more than once a day and/or if said character has already been the target of EFA and gotten healed 1d6? Presumably yes, but EFA specifically disallows benefiting from it multiple times a day.
- Is a Medic's ability to heal considered EFA?
- Can a character that was unconscious and has been stabilized and now is awake abel to take any actions? Is that character considered Mildly Unconscious (as in the game condition)?
- Can a character progress a racial skill when selecting their free hobby skill (for example, a human that chooses Poker as a racial skill)?
- Consider Smuggler as a viable pre-req for Con Artist
- Battlepsych (rank 1) is looking like a must-have career for anyone serious about psionics
- Do you mean for their to be no LUCK attribute exploits?
- More than half my group ended up with a 2 LOGIC
- Focusing on a single psionic career and ranking up results in a character with only 1 psionic power, is this intended and working as desired?
- Regarding career advancement, limiting skill selection, limiting powers gained and other restrictions seems to encourage jumping from career to career but forcing a 'restart' on career abilities seems to encourage the opposite. Is this working as desired?
- Regarding direct and indirect skills- should there be a requirement that in order to gain any benefit whatsoever from an indirect skill you need to have at least a 2-dice pool in that skill? The observation is that someone with say, 1 rank in Poker, playing against someone with 1 rank in Playing Cards are at on an equal footing despite the Poker skill being more narrowly focused and both having equal 'skill' in their respective areas.
- Is cover meant to protect against Psionic attacks (presumably not but who can say for certain)
- The Seeker item enhancement (+3d6 attack) is very powerful especially given the overall reduction in dice pools
- Is there an exploit for shooting 2 guns at once? Ambidexterity specifies it adds extra melee attacks only.
- Does crawling affect movement?
Special Emphasis
These two items are broken out from above just to provide emphasis on them as they were 'hot button' topics with my players.
- Having no exploding dice outside the LUCK/special pools really disappointed them.
- Permanent damage is universally despised.
Psionics
With new support around psionics, and picking up another player interested in trying them out, we got to see a bit of psionics in action last night.
I will summarize my feedback in one sentence.
Psiblast is an extremely effective attack.
The two psionic characters were attacking with an attack pool of 5d6 and a damage pool of either 5d6 or 6d6. This damage ignored all SOAK and the attack itself targeted Mental Defense which tends to be lower for many monsters. These attacks also ignore cover and all other mechanics intended to help with balance (shooting in melee, covering fire, roll with it, etc.).
Furthermore, by adding a single rank in Battlepsych they do all of this without suffering any of the negative consequences inherent in the use of psionics.
Combat Feedback
I still find it difficult to find a good balance between challenge and overwhelming force.
Last night's game involved 2 battles.
The first included 2 gobbers for each PC. This fight failed to offer any challenge to the PCs. The gobbers attack with 3d6 making a hit unlikely. Then, on the occasions where they did hit, dealing damage against the PCs in armor (SOAK 10 generally) was more unlikely (weapon damage = 2d6). Pack tactics helped with this a little but I think in the entire combat they dealt less than 10 points of damage to players.
The second fight involved vehicles and thugs. I simply doubled all the thugs attack dice pools so that the PCs felt there was some damage. This pumped things up to about 6d6 for hits and 2d6 for damage. When adding in positional bonuses and other benefits I could get another die or two on damage and begin to hurt the PCs. It worked OK but not great.
Rule Presentation
- Terms that have special meaning in the game - like exploits - should be avoided if at all possible in the remainder of the text or clearly differentiated (such as by putting them in all CAPS when indicating the game term).
- At several points during character creation it references adding your starting age to the ages you pickup from careers (starter + 4) but I cannot find anywhere that tells me what the starter age actually is.
- I'd like to see names for all Career exploits for recording those powers on my character sheet -
- p144- Verbiage under death and dying could be cleaned up to use the established countdown language (classify the dying countdown as a "slow" countdown vs. indicating any dice that come up 6's are removed).
- High quality weapons do one extra damage die in the examples but in the text it only explicitly indicates they add to attack.
Character Sheet
- The worksheet on the back of the sheet does not have a place for LUCK increases
- Several people indicated the blue lettering meant to be written over was too dark and should be made lighter
- One player indicated that under the attack section he'd like to see a box for skill dice, attribute dice, weapon dice, etc. vs. just a single box for the attack dice and a second for damage dice
- Several people indicated the species skill box, on the worksheet, is too small to hold 3 skills
Typos
- p143- Eyepatches are cool: when an attribute isreduces due to a permanent...
- p269- You shold also select thespecies' size at this time.
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Lucas

The City of Brass :: the next generation of gaming apps
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