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Elite: Dangerous Tabletop RPG Announced
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<blockquote data-quote="pming" data-source="post: 7704953" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>(This turned into a sort of mini-review-once-over...)</p><p></p><p>Huh. Never played the video game. Took a look at the PDF rules/quickstart/test. Honestly? Not that impressed. From the looks of it it will be 'too swingy' (basically you roll a d10 for any action, add your bonus, beat a target number of 5, 7, 10, or 12... easy to very hard). Doesn't look like there are any "Stats", just "Skill Catagories" (Personal Combat, Vehicle Skills, Intelligence, Social, Espionage), that each have a list of skills under them. The provided pre-gens have skill scores of between 1 and 4, with most being 2 or 3. If this remains true...then most characters will not 'stand out' from eachother much. Their typical skill score will be 2 or 3, meaning the d10 die roll is much more important than their skill score. Even with a difference of a 1 to a 4, the chance of the 1 guy rolling a 7+ vs the 4 guy rolling a 3- is, well, 30%. So roughly 30% of the time, they will not succeed based on their presumed skill level...it's just blind luck.</p><p></p><p>Anyway, yeah. I also didn't like how some 'interaction' sequences basically had 4 or 5 pre-planned reactions based on the Skill used by the PC.</p><p></p><p>Example: PC's are dealing with some NPC's. The "Player Tactics Choices" are Bluff, Charm, Diplomacy, Insight or Intimidate. Not horrible, most RP interactions will fall into these categories. No worries. However, the Difficulties listed for them are, in order, 10, 8, 9, Automatic Failure, Automatic Failure. Yes kids, that's right, no matter how "Elite" or "Dangerous"... see what I did there? ... your character is, you will NOT succeed if you try and 'figure them out' or try and 'intimidate' them. Period. Done. Move along. Or, in video game terms, you hear "BZZZZ!!!" when you push the button.</p><p></p><p>The idea of everyone having their own ship is cool...and as the game takes place in the 34th century, this kind of makes sense. Having a starship would be like owning a bicycle or car. From the looks of those rules, it's taking a page out of the old Star Wars D6 WEG system; shooting a guy with your gun is the same as shooting a guy with your starship. Jumping over an obstacle is the same as dodging an asteroid. In other words "Roll d10, beat this number". No subsystem of any real "meat" that I could see with regard to space combat. On the plus side, this will/should make for very fast and loose, exciting space combat. On the negative side...we are dealing with a TABLE TOP role-playing game. And this means players will try and do crazy, off the wall things. I'm not sure if the systems very 'macro system' will hinder the players feeling like their ideas/choices make a difference. I mean, if a rule gives +1 to Defense, will a players unusual idea also give him that same +1? If so, then why bother trying to come up with unusual ideas, if the net effect is "+1"? Will the players idea be a cumulative effect? So he gets +2? If so, does that mean that the rather hard to get 'normal rule' bonus of +2 is rendered less "skilled/unusual"? As I said in the beginning...too swingy ("I'm an expert pilot with a 4 skill"..."Yeah, I suck at 1, but I got +2 for this idea and +1 for this situation...so I'm, effectively, just as good as you this round").</p><p></p><p>I'm sure that fans of the video game may very well enjoy it...and it looks like they are going for "newbie" players who may have never played an TTRPG in their life but have played the video game; hence, 'simplistic' rules with some 'absolute success/fail' being in there on occasion. Maybe they'll hit their mark with this game...but I think seasoned RPG'ers may find it a bit <em>too</em> simplistic for a space game.</p><p></p><p>Oh, and full colour glossy pages from the looks of it. *MAJOR FAIL* for me. I freaking *hate* full colour glossy page RPG's! Grrrrr! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7704953, member: 45197"] Hiya! (This turned into a sort of mini-review-once-over...) Huh. Never played the video game. Took a look at the PDF rules/quickstart/test. Honestly? Not that impressed. From the looks of it it will be 'too swingy' (basically you roll a d10 for any action, add your bonus, beat a target number of 5, 7, 10, or 12... easy to very hard). Doesn't look like there are any "Stats", just "Skill Catagories" (Personal Combat, Vehicle Skills, Intelligence, Social, Espionage), that each have a list of skills under them. The provided pre-gens have skill scores of between 1 and 4, with most being 2 or 3. If this remains true...then most characters will not 'stand out' from eachother much. Their typical skill score will be 2 or 3, meaning the d10 die roll is much more important than their skill score. Even with a difference of a 1 to a 4, the chance of the 1 guy rolling a 7+ vs the 4 guy rolling a 3- is, well, 30%. So roughly 30% of the time, they will not succeed based on their presumed skill level...it's just blind luck. Anyway, yeah. I also didn't like how some 'interaction' sequences basically had 4 or 5 pre-planned reactions based on the Skill used by the PC. Example: PC's are dealing with some NPC's. The "Player Tactics Choices" are Bluff, Charm, Diplomacy, Insight or Intimidate. Not horrible, most RP interactions will fall into these categories. No worries. However, the Difficulties listed for them are, in order, 10, 8, 9, Automatic Failure, Automatic Failure. Yes kids, that's right, no matter how "Elite" or "Dangerous"... see what I did there? ... your character is, you will NOT succeed if you try and 'figure them out' or try and 'intimidate' them. Period. Done. Move along. Or, in video game terms, you hear "BZZZZ!!!" when you push the button. The idea of everyone having their own ship is cool...and as the game takes place in the 34th century, this kind of makes sense. Having a starship would be like owning a bicycle or car. From the looks of those rules, it's taking a page out of the old Star Wars D6 WEG system; shooting a guy with your gun is the same as shooting a guy with your starship. Jumping over an obstacle is the same as dodging an asteroid. In other words "Roll d10, beat this number". No subsystem of any real "meat" that I could see with regard to space combat. On the plus side, this will/should make for very fast and loose, exciting space combat. On the negative side...we are dealing with a TABLE TOP role-playing game. And this means players will try and do crazy, off the wall things. I'm not sure if the systems very 'macro system' will hinder the players feeling like their ideas/choices make a difference. I mean, if a rule gives +1 to Defense, will a players unusual idea also give him that same +1? If so, then why bother trying to come up with unusual ideas, if the net effect is "+1"? Will the players idea be a cumulative effect? So he gets +2? If so, does that mean that the rather hard to get 'normal rule' bonus of +2 is rendered less "skilled/unusual"? As I said in the beginning...too swingy ("I'm an expert pilot with a 4 skill"..."Yeah, I suck at 1, but I got +2 for this idea and +1 for this situation...so I'm, effectively, just as good as you this round"). I'm sure that fans of the video game may very well enjoy it...and it looks like they are going for "newbie" players who may have never played an TTRPG in their life but have played the video game; hence, 'simplistic' rules with some 'absolute success/fail' being in there on occasion. Maybe they'll hit their mark with this game...but I think seasoned RPG'ers may find it a bit [I]too[/I] simplistic for a space game. Oh, and full colour glossy pages from the looks of it. *MAJOR FAIL* for me. I freaking *hate* full colour glossy page RPG's! Grrrrr! :( ^_^ Paul L. Ming [/QUOTE]
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