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<blockquote data-quote="Ulfgeir" data-source="post: 8162934" data-attributes="member: 7015719"><p>I took a quick look to see if it was as bad as he made it appear. Let's put it this way, it is not exactly a quick and streamlined game imo. You have info on what the stats and sklills do, and how high these may be from start, but nothing on how to calculate them, nor any explanations of how the token characters are made..</p><p></p><p>When you want to do something, you first check if it is a passive or active skill use. Passive ones are autosuccesses if certain conditions are met, and the character is not under duress (for example combat).</p><p></p><p>For active sskill uses: You rolled 1 die+attribute+skill value against a target number to determine if you suceed or not. But then you also roll skill +1 number of dice (with the same modifiers as above), to determine the degree of success/failure.. No mention of why the +1. And then you can sacrifice part of your FATE-attribute to either reroll the success-die, or any of the skill-dice, or add +1 to the result of the success-die per die you sacrifice from the attribute.</p><p></p><p>If you are affected by fear, then you lose 1 skill-dice success on your tests, so you can no longer succeed as well. Fear will also start lowering other attributes.</p><p></p><p>In combat, the one with the lowest initative tells what action they are going to perform first. The resolution of these actions then starts in reverse order with the highest. Yes, makes sense that the quicker persons may react to what slower ones are doing, but it does slow down things. When you roll for attacks you use a static target number of 10. You can at least in close combat hold back skill-dice to reduce the opponents roll by 1 per die. Armour will reduce the dame you take, but the attack might destroy the armour before you check how much it protects you.</p><p></p><p>The quickstart makes references that damages to limbs will be affected of margins of success, but the table being referred to instead shows how much more damage will be dealt based upon the strength of the user...</p><p></p><p>Hacking uses it own little boardgame. It says you should mark captured nodes with "t" and "s", without specifying why, or what these letters stand for. If you fail even once in a node, expect things to very quickly become totally useless.</p><p></p><p>A lot of this system seems to be inspired by old 1e version of Shadowrun, but even worse in some regards.</p></blockquote><p></p>
[QUOTE="Ulfgeir, post: 8162934, member: 7015719"] I took a quick look to see if it was as bad as he made it appear. Let's put it this way, it is not exactly a quick and streamlined game imo. You have info on what the stats and sklills do, and how high these may be from start, but nothing on how to calculate them, nor any explanations of how the token characters are made.. When you want to do something, you first check if it is a passive or active skill use. Passive ones are autosuccesses if certain conditions are met, and the character is not under duress (for example combat). For active sskill uses: You rolled 1 die+attribute+skill value against a target number to determine if you suceed or not. But then you also roll skill +1 number of dice (with the same modifiers as above), to determine the degree of success/failure.. No mention of why the +1. And then you can sacrifice part of your FATE-attribute to either reroll the success-die, or any of the skill-dice, or add +1 to the result of the success-die per die you sacrifice from the attribute. If you are affected by fear, then you lose 1 skill-dice success on your tests, so you can no longer succeed as well. Fear will also start lowering other attributes. In combat, the one with the lowest initative tells what action they are going to perform first. The resolution of these actions then starts in reverse order with the highest. Yes, makes sense that the quicker persons may react to what slower ones are doing, but it does slow down things. When you roll for attacks you use a static target number of 10. You can at least in close combat hold back skill-dice to reduce the opponents roll by 1 per die. Armour will reduce the dame you take, but the attack might destroy the armour before you check how much it protects you. The quickstart makes references that damages to limbs will be affected of margins of success, but the table being referred to instead shows how much more damage will be dealt based upon the strength of the user... Hacking uses it own little boardgame. It says you should mark captured nodes with "t" and "s", without specifying why, or what these letters stand for. If you fail even once in a node, expect things to very quickly become totally useless. A lot of this system seems to be inspired by old 1e version of Shadowrun, but even worse in some regards. [/QUOTE]
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