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ALIEN 2nd Edition Is Coming...
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<blockquote data-quote="Gorgon Zee" data-source="post: 9421808" data-attributes="member: 75787"><p>The <strong>panic </strong>rules make it a bad plan to be in short range of another player, so it actively encourages weird plays where your colonial marines never want to be in the same room as each other. And firing in full auto mode makes marines feel stressed? EVERY TIME?</p><p></p><p>The <strong>health system</strong> is just strange and unintuitive:</p><ul> <li data-xf-list-type="ul">Take one damage; you have not actually even been scratched and so the medic can do nothing for you</li> <li data-xf-list-type="ul">Take two damage; you have not actually even been scratched and so the medic can do nothing for you</li> <li data-xf-list-type="ul">Take three damage; you have not actually even been scratched and so the medic can do nothing for you</li> <li data-xf-list-type="ul">Take four damage; you are incapable of any actions and roll to randomly to see if you are dead.</li> </ul><p>The 12 <strong>skills</strong> you have are often hard to map to what you want to do. Given the amount of sneaking in the aliens universe, you'd think distance running and hiding would use different skills. Our GM often has to pause to work out if setting explosives (another super-common event) should use heavy machinery or tech. And, of course, the tech skill is way too useful.</p><p></p><p>But most of all, the rules are not easy to understand and are poorly organized. We gave up on the paper version and use the searchable PDF now. This may be due to translation issues, but ... it's still an issue.</p><p></p><p>As an example of the lack of clarity, looking at the panic table and (somewhat contradictory) text about panicking, can you tell which dice rolls make you lose your action when you are shooting a weapon? When it says "your next slow action", is that the one you are doing, or the one in the next round? I did a solid online search and found that no-one had any consensus. We eventually went with 10+ and you lose your action, 9- and you don't as that makes gamist sense, but there's little text support for that.</p><p></p><p>It's not a terrible system, but cleaning up the rough parts would help a lot.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9421808, member: 75787"] The [B]panic [/B]rules make it a bad plan to be in short range of another player, so it actively encourages weird plays where your colonial marines never want to be in the same room as each other. And firing in full auto mode makes marines feel stressed? EVERY TIME? The [B]health system[/B] is just strange and unintuitive: [LIST] [*]Take one damage; you have not actually even been scratched and so the medic can do nothing for you [*]Take two damage; you have not actually even been scratched and so the medic can do nothing for you [*]Take three damage; you have not actually even been scratched and so the medic can do nothing for you [*]Take four damage; you are incapable of any actions and roll to randomly to see if you are dead. [/LIST] The 12 [B]skills[/B] you have are often hard to map to what you want to do. Given the amount of sneaking in the aliens universe, you'd think distance running and hiding would use different skills. Our GM often has to pause to work out if setting explosives (another super-common event) should use heavy machinery or tech. And, of course, the tech skill is way too useful. But most of all, the rules are not easy to understand and are poorly organized. We gave up on the paper version and use the searchable PDF now. This may be due to translation issues, but ... it's still an issue. As an example of the lack of clarity, looking at the panic table and (somewhat contradictory) text about panicking, can you tell which dice rolls make you lose your action when you are shooting a weapon? When it says "your next slow action", is that the one you are doing, or the one in the next round? I did a solid online search and found that no-one had any consensus. We eventually went with 10+ and you lose your action, 9- and you don't as that makes gamist sense, but there's little text support for that. It's not a terrible system, but cleaning up the rough parts would help a lot. [/QUOTE]
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