LucasC
First Post
There were 8 players in this game. We are using the August playtest doc with the following exceptions:
Given the changes that have been made since our last regular run, everyone recreated their characters. Our play session consisted of a single ship encounter that involved 2 PC ships and 8 enemy ships.
Encounter Description
The PCs were attempting to escape Earth. They were flying the Carter and tailed by a battleship and 7 small fighters. It was not a shooting encounter, as the PCs were completely outclassed. The objective was escape, but to escape required (1) an FTL course be plotted and (2) the PCs had to get out of the asteroid belt between them and open space.
Here's the battlemap.

I used Countdown pools for almost all the mechanics.
I identified 4 main functions on the ship and setup some rules for each.
Navigation
To escape S.E.A., the PCs must execute a dangerous in-system FTL jump. Plotting this course will take both precision work and time.
Every round, the navigator can make a LOG [navigation] check. On a result of 13 or higher, the countdown pool is treated as medium countdown for that round. On a result of 16 or higher, the countdown pool is treated as a fast countdown for that round.
Piloting
A S.E.A. Planetary Defender will attempt to snare the PCs ship in a tractor beam.
Every round, the pilot can attempt a LOG or AGI [piloting] check. On a result of 13-15 the countdown pool is treated as a Medium pool this turn, and on a result of 16 or higher, it is treated as a slow pool this turn.
Events
Shield Tech
The planetary defender and numerous smaller starships will attempt to cripple the PC ship with carefully placed blasts.
Each time the shields lose power, the PC ship takes damage equal to the number of dice the attacker rolled (so, if the attacker rolls 3 dice for damage, and 2 of them came up 6s, the PC vessel takes 6 damage). This damage ignores shield SOAK.
The shield technician can attempt a Challenging [13] LOG [shield operations] check to replenish the deflector shield pool by 1 die. Each benchmark beyond Challenging adds another die to the pool.
Gunners
The PC vessel will be dogged by numerous small starfighters. Place 2 such ships on the board for each PC able to man a gun or piloting a starfighter. They use their dogfighter exploit to latch on to the tail of the PC vessel, but in any given round they will pass through all of the firing arcs of the PC vessel.
Countdown Feedback
As you can see, there were lots of countdown pools. I really like the concept of countdowns, but continue to find them too unreliable for my tastes in actual play. Slow countdowns pretty much last forever, and fast countdowns are gone in the blink of an eye. The medium pool may end up being the one I'm most comfortable with.
Here's what happened in gameplay -
Dice Pool Limit Feedback
The new dice pool limitations are awesome. Last night was one of the first times I have felt like I could predictably structure encounters and difficulty checks. My PCs are rolling 6d6 at maximum (having 6 career ranks). Speaking generally, they are each good at shooting and something else (rolling 6d6), OK with a few things (rolling 4d6), and have a bunch of stuff they suck at (rolling 2-3d6).
I did notice they hit the cap pretty quick. They tend towards 3d6 from their stat, 2d6 from skills, and 1d6 from something else (equipment, HQ gear, exploits, career attributes, positioning, etc.).
The things I really liked are:
The question came up regarding dice pool limits and exchange exploits, specifically whether they could spend the exchange dice and still roll 6d6 for attacking (if they had enough dice to spend and still roll 6). I told them they could not do that, and that the 6-dice limit was where they started with the exchange exploits.
A second question that came up was whether the limit applied to damage dice. I told them it did not (not that any of them had more than 6d6 on their damage rolls).
Other Feedback & Observations
- Dice Pools are limited to # of Career levels (in our case 6)
- Defense is calculated as (AGI dice + END dice) *3 or (WIL dice + INT dice) *3
Given the changes that have been made since our last regular run, everyone recreated their characters. Our play session consisted of a single ship encounter that involved 2 PC ships and 8 enemy ships.
Encounter Description
The PCs were attempting to escape Earth. They were flying the Carter and tailed by a battleship and 7 small fighters. It was not a shooting encounter, as the PCs were completely outclassed. The objective was escape, but to escape required (1) an FTL course be plotted and (2) the PCs had to get out of the asteroid belt between them and open space.
Here's the battlemap.

I used Countdown pools for almost all the mechanics.
I identified 4 main functions on the ship and setup some rules for each.
Navigation
To escape S.E.A., the PCs must execute a dangerous in-system FTL jump. Plotting this course will take both precision work and time.
- Form a slow countdown pool equal to (10 minus the navigators ranks in Navigation).
Every round, the navigator can make a LOG [navigation] check. On a result of 13 or higher, the countdown pool is treated as medium countdown for that round. On a result of 16 or higher, the countdown pool is treated as a fast countdown for that round.
Piloting
A S.E.A. Planetary Defender will attempt to snare the PCs ship in a tractor beam.
- Form a fast countdown pool equal to (ship speed dice + pilots LOG dice and piloting skill dice).
Every round, the pilot can attempt a LOG or AGI [piloting] check. On a result of 13-15 the countdown pool is treated as a Medium pool this turn, and on a result of 16 or higher, it is treated as a slow pool this turn.
Events
- Rds 1-2: During this time, the PCs will flying through heavy planetary traffic. The pilot can use evasive maneuvers to attempt a Challenging [13] piloting check to add 1 die to the pool, as he bobs in and out of oncoming traffic.
- Rd 4: Two large, slow-moving S.E.A. destroyers enter firing range, each shooting at the PCs ship (6d6 attack; 6d6 damage). The pilot can use evasive maneuvers to try and avoid these blasts.
- Rd 6-10: The PCs move into the Junk Belt. Moving at high speeds through the Junk Belt is very dangerous. Every round the pilot must succeed at a Difficult [16] piloting check to avoid a collision that causes 5-30 (5d6) damage.
Shield Tech
The planetary defender and numerous smaller starships will attempt to cripple the PC ship with carefully placed blasts.
- Form a slow countdown pool equal to: (ship's shield SOAK value + shield technicians ranks in shield operations).
Each time the shields lose power, the PC ship takes damage equal to the number of dice the attacker rolled (so, if the attacker rolls 3 dice for damage, and 2 of them came up 6s, the PC vessel takes 6 damage). This damage ignores shield SOAK.
The shield technician can attempt a Challenging [13] LOG [shield operations] check to replenish the deflector shield pool by 1 die. Each benchmark beyond Challenging adds another die to the pool.
Gunners
The PC vessel will be dogged by numerous small starfighters. Place 2 such ships on the board for each PC able to man a gun or piloting a starfighter. They use their dogfighter exploit to latch on to the tail of the PC vessel, but in any given round they will pass through all of the firing arcs of the PC vessel.
Countdown Feedback
As you can see, there were lots of countdown pools. I really like the concept of countdowns, but continue to find them too unreliable for my tastes in actual play. Slow countdowns pretty much last forever, and fast countdowns are gone in the blink of an eye. The medium pool may end up being the one I'm most comfortable with.
Here's what happened in gameplay -
- The Navigator used his skills to keep the Navigation countdown a fast countdown and it was depleted in 2 or 3 rounds. So as to not end the entire encounter before it even began, I added a secondary requirement that the PCs be beyond the "Junk Belt" to initiate the FTL jump.
- The Pilot started doing the same thing the Navigator did, but as I created several complications for the pilot to deal with (see events under Piloting above), he quickly abandoned that, let the pool run on its own, and focused on keeping the ship alive. In one round his fast countdown pool went from 8 or 9 to 2. That's the sort of swing I have a hard time planning around.
- I liked the 'feel' of having shields operate with a countdown rather than a static number. I've done several of these types of encounters, and this is the first one that could continue for numerous rounds without the PCs being obliterated by a superior foe almost immediately. Next time I'll probably use a medium countdown.
Dice Pool Limit Feedback
The new dice pool limitations are awesome. Last night was one of the first times I have felt like I could predictably structure encounters and difficulty checks. My PCs are rolling 6d6 at maximum (having 6 career ranks). Speaking generally, they are each good at shooting and something else (rolling 6d6), OK with a few things (rolling 4d6), and have a bunch of stuff they suck at (rolling 2-3d6).
I did notice they hit the cap pretty quick. They tend towards 3d6 from their stat, 2d6 from skills, and 1d6 from something else (equipment, HQ gear, exploits, career attributes, positioning, etc.).
The things I really liked are:
- I can safely assume a 6d6 roll against an important task and set DCs appropriately
- The players were inclined to min/max less as they gain no benefit from exceeding 6d6 dice pools
The question came up regarding dice pool limits and exchange exploits, specifically whether they could spend the exchange dice and still roll 6d6 for attacking (if they had enough dice to spend and still roll 6). I told them they could not do that, and that the 6-dice limit was where they started with the exchange exploits.
A second question that came up was whether the limit applied to damage dice. I told them it did not (not that any of them had more than 6d6 on their damage rolls).
Other Feedback & Observations
- Luck continues to be rarely used by my group and I almost always have to remind them to use it. Maybe this is just my group.
- The player of the Android character was grumbling about "wasting" points from careers that give WIL.
- During character creation, there was a lot of complaining about skill prerequisites and access to those skills in careers and prerequisites in general (for instance, Sniper now requires Scout, Scout requires Military Academy). In general, they are looking for more choices.
- 2 of the 3 players that were playing a psionic character took advantage of recreating their character to ditch the psionic option. The 3rd player abandoned psionics as an attack option and went full Biopsychic to be the groups healer.
- Looking at Defense scores, I'm not convinced the latest method is the answer.
- Here's the scores of my group: 14-15-16-24-24-32. The fellow w/32 is never going to get shot, the 24's will rarely. The 14-15-16 scores look like they're in a good place.