• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

N.E.W. PLaytest Document (August 2014)

Morrus

Well, that was fun
Staff member
I have just uploaded N.E.W. PLaytest Document (August 2014) to the downloads area.

This will be the final N.E.W. playtest document for a while - the focus will be on O.L.D. for a time. However, please do feedback on this, as feedback frequently applies to both games. This version of the document contains various small changes and errata, new layout, and some additional content. Note that although it has been "laid out" this isn't supposed to represent the quality of the final book; this is simply to make the document a little more attractive to read. There may be some layout issues, but don't worry about them.

You can find the file here in the downloads section. Please use this thread for comments.
 

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Cool!

I know you said this was not final layout... I think that the career layout could be done in a way that eases printing out those pages and setting up player 'guides'. I was initially thinking of printing them as cards so organizing the careers into 4 blocks per page {with long careers being cut into two or three blocks} would work.
Or not

Either way, page 57 has one word pushed onto the second page and it would be much better to keep the entire career on one page.


Have a nice trip to GenCon!
 

Morrus

Well, that was fun
Staff member
Honestly, don't worry about the layout. This isn't vaguely connected to what the final layout will be. That'll be done by someone else, professionally, in 2015!
 

Tinkeron

Villager
I've run into some issues creating some concept PC characters. Having Health exclusively associated with psionics means I can't build a fragile, unhealthy, normal health yet powerful, psychic.
To get around this I've adapted and taken away the need for a feedback loop. I still use health to power psionics, but I make use of Psi Points similar to O.L.D.'s MP. The difference is that psionic powers require the use of at least 1 Health and at least 1 Psi Point in every use of a power. This lets me create mentally or agility focused psychics that don't not have to worry about building up their health stats so much. This also lets me port psionic characters over to O.L.D. more easily for Athas style gaming.
I was thinking of just using maybe double the Psi score for the Psi Points.
 

Morrus

Well, that was fun
Staff member
I've run into some issues creating some concept PC characters. Having Health exclusively associated with psionics means I can't build a fragile, unhealthy, normal health yet powerful, psychic.
To get around this I've adapted and taken away the need for a feedback loop. I still use health to power psionics, but I make use of Psi Points similar to O.L.D.'s MP. The difference is that psionic powers require the use of at least 1 Health and at least 1 Psi Point in every use of a power. This lets me create mentally or agility focused psychics that don't not have to worry about building up their health stats so much. This also lets me port psionic characters over to O.L.D. more easily for Athas style gaming.
I was thinking of just using maybe double the Psi score for the Psi Points.

The way I'd do it is to give him as high a WIL attribute as possible - HEALTH is both physical and mental, and most characters are likely to have a high stat in only one of the two.
 

Tinkeron

Villager
The way I'd do it is to give him as high a WIL attribute as possible - HEALTH is both physical and mental, and most characters are likely to have a high stat in only one of the two.
Which is exactly what I'm trying to avoid, because it does not work in some settings or character concepts where a low Health is desired or unavoidable. Thanks for the tip, though.
 

Tigerlil

First Post
Saying that though, this layout and arangment of the chapters make a lot more sense than previous versions of the document.

i don't have much more feedback than that as I haven't spotted any major changes. The solar system generation that you've already posted here on the forum seems very handy.
 

noldona

Villager
I think I found a contradiction in the rules. On page 171 under the Reading Create Entry section it says,
LEVEL/XP: this is the number of experiencepoints gained by a party which defeats this
creature. The XP are divided between all
surviving participants.
However, on page 172, under the XP chart, it says,
When a creature is defeated by the PCs,they divide the creature's XP value amongst
themselves. Everyone who participated gets
an equal share; dead participants still count
towards this division.
So I am confused on how the XP is suppose to be split. It is only surviving participants or everyone?
 

Morrus

Well, that was fun
Staff member
Everyone! If you had help you get less XP, even if the help doesn't survive. Thanks for spotting it!
 

noldona

Villager
Found another spot with a confusing explanation. It says half VELOCITY divided by AGILITY. So based upon that, the first example should be (12/2)/2 = 3 hexes, and the second would be (12/2)/4 = 1.5 hexes. However, your examples are VELOCITY divided by AGILITY (12/2 = 6 and 12/4 = 3 respectively). Which is the correct way of calculating this?

Additionally, a ship can only turn after ithas moved a number of hexes equal to its half
its velocity divided by its AGILITY. In other
words, a class XI cruiser (AGI 2) with a
velocity of 12 must move six hexes forward
before turning one hex side to port or
starboard. A more agile class VI escort (AGI 4)
with the same velocity can turn after moving
3 hexes forward.

Also, how would rounding work? It is it rounded or truncated?
 

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