Search results

  1. D

    A couple questions about starships

    I had not considered entertainment space, etc., as part of a message hall. It makes more sense now. I expected the jump drives to just be a fluff issue. The time interval sounds like a good way to make them work. Thanks for your input.
  2. D

    A couple questions about starships

    I was building a ship using the Starship Construction Manual and noticed something that seemed odd to me. A mess hall takes up 4 Cargo Units, and if I'm reading it correctly that accommodates one crew member. That's 4 times the size of a cabin. Why is that? Another thing I was pondering comes...
  3. D

    FTL question

    Okay. Thanks for the answers. The PCs in my game are looking to do a lot of interstellar travel with a small, cheap ship. I wanted to make sure that was feasible before they got going.
  4. D

    FTL question

    Is there supposed to be a limit to the number of travel increments a ship can travel in one trip? I know after enough increments you have no dice for the attribute checks, but since you still get to your destination even if you fail those maybe the long trips just get rough.
  5. D

    Maximum dice pool question

    Page 31 under making an attack.
  6. D

    Maximum dice pool question

    Does your dice pool maximum just limit the number of dice from your attribute , skill, and equipment? To put it another way, can exploits and circumstantial modifiers go above your limit? For example if a PC is grade 5 and has AGI 6, rifles 3, had a higher position than his enemy, and aims does...
  7. D

    WOIN Official Errata Thread

    In Future Equipment, page 28, the defense bonuses for large and small duranium shields are switched.
  8. D

    Prodigy and talent origins

    I was thinking of the players who aren't likely to buy all the books. Some, who have no interest in GMing, will probably just get Future Careers and Future Equipment. The only numbers they'd see are the ones on page 6 for the checklist and maybe the bit on page 21.
  9. D

    Prodigy and talent origins

    Okay, guidelines are good. If you update the pdf in the future it might be good to add the word maybe or usually to the lines that tell you how many attribute points you should have from careers. It could help avoid confusion for newer players.
  10. D

    general NEW questions

    Thanks. That clears things up nicely. :) Maybe precognition should have a line stating that it takes no action since page 56 of Future Careers says that the exploits require an action unless otherwise noted. Btw, I really like the books so far. I'm eager to try out this system in play.
  11. D

    general NEW questions

    There are some things in NEW that aren't entirely clear to me. I would appreciate any clarification that could be provided. The Medic's medical knowledge base exploit let's you choose 4 [medical] skills. I don't see a medical group in the skills section. I assume that means you take any skills...
  12. D

    Prodigy and talent origins

    In Future Careers it's mentioned in a couple of places that careers give you 4 attribute points per grade. Why do the prodigy and talent only give you 3? Are their exploits more powerful than they seem? I also noticed the systems upgrade grants no attribute increases, but it seems to an...
  13. D

    SRD confusion

    I assumed armor could apply because Fantasy Careers has almost that same line, but says armor or shield. It's on page 44. Is the rule different in the two games?
  14. D

    SRD confusion

    Thanks for the quick reply. I overlooked the damage part in the equipment guide. I thought I saw a reference to the non-pool version of Luck in Future Careers, but apparently I was mistaken. Sorry for the confusion. On the subject of errata, page 52 of Careers seems to be missing a word in the...
  15. D

    SRD confusion

    I'm preparing to run my first game of NEW, and I've been looking at the SRD for rules that aren't in the books yet. I noticed a couple of odd things in the SRD. First, there's a bit in the SRD under derived statistics that says you add your skill dice with a weapon to damage as a flat bonus. I...
  16. D

    Old Spell Paths and Create Spells

    I think of those ideas I favor drawing schematics, but any of those have the problem of drastically changing how a spell path works.
  17. D

    O.L.D. Playtest Document: Book I - Characters (October 2014)

    I have a few, somewhat random, thoughts on the document. The diabolist, druid, and firemage all have MAG 3 in their prerequisites, and no mention of other traditions. I don't think any of the prerequisite entries in the magical traditions line up with the requirement of Mage III or Cleric III...
  18. D

    Traditions flowchart

    Going without prerequisites would be a problem with traditions like the knight-errant and paladin. Their abilities are more powerful than entry level traditions.
  19. D

    Career/Tradition question

    When you increase a rank in an existing career do you apply the age adjustment as you do for a new career? If so "leveling up" mid-adventure will be impossible. That's not necessarily bad, but it strongly influences adventure design.
  20. D

    O.L.D. & N.E.W. Errata Thread

    I think the recklessness combat trick is using an old version of defense. As is it would give low AGI characters a slight boost to defense. EDIT: This appears in the older O.L.D. documents as well, but not in the latest N.E.W. document.
Top