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Playtest Feedback 4/9 (non-combat)
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<blockquote data-quote="LucasC" data-source="post: 6286480" data-attributes="member: 6762606"><p>This feedback is not specific to combat. That topic is worth its own thread and I’ll post that in a bit. As an aside, if you’re interested in the play report about this game, you can read that <a href="http://embersds.com/?p=1298" target="_blank">here</a>.</p><p></p><p><strong>General Feedback</strong></p><ul> <li data-xf-list-type="ul">Your current defense formula is expressed as (AGI – 1) * 1.75 but when I calculate the math it appears to actually be (AGI + 1) * 1.75.</li> <li data-xf-list-type="ul">It ‘feels’ to me that when I am doing Suppressive Fire and an opponent ‘recklessly’ disregards my suppressive fire I should get a bonus of maybe 1 die on the attack roll</li> <li data-xf-list-type="ul">If die penalties (such as from cover, roll with it, suppressive fire, etc.) reduce a die pool to 0 does the action auto-fail or does it reduce it to 1 die?</li> <li data-xf-list-type="ul">There are several skills that are quite difficult to access without being in the military</li> <li data-xf-list-type="ul">Pilot career grants +1d6 to use starship weaponry, shouldn’t this be expressed as a bonus GUNNERY rank?</li> <li data-xf-list-type="ul">Speaking of GUNNERY it seems that the Pilot career is the only career offering this skill.</li> <li data-xf-list-type="ul">Specific to starship combat, the Evasive Maneuvers trick is either significantly less useful than it sounds, or needs to be declared during the movement phase – in our case the PC ship acted last almost every round but the pilot wanted to use Evasive Maneuvers every round – we allowed him to make that decision during the movement phase but not change it during the normal turn.</li> <li data-xf-list-type="ul">Piloting careers all give AGILITY but many starship rolls (including piloting) are INTELLECT rolls. Consider swapping these skills out.<ul> <li data-xf-list-type="ul">As an aside, I think you should change out starship attack rolls from AGI vs DEFENSE to INT vs DEFENSE. This would help defocus the already bloated AGI skill and bring some use to INT and it feels as real as AGI to me since you’re probably using targeting computers and such.</li> </ul></li> <li data-xf-list-type="ul">LUCK as it exists is negligible in impact. In every case yesterday each PC used their entire LUCK pool on a single roll and (out of 5 of them) only 1 actually succeeded due to it. Their LUCK pool was then expended and didn’t come into play again.</li> <li data-xf-list-type="ul">Is there an actual use for the PILOTING skill?</li> <li data-xf-list-type="ul">We used a countdown, 3 dice pool. It worked about perfectly. The setup was that every round 0-3 new starfighters joined the fray and the PCs reached the safety of their alchemy ship when the countdown ended. They had to survive that long. I wanted about 5 rounds of combat and I believe it took 5 exactly.<ul> <li data-xf-list-type="ul">It did make the PCs very nervous and there was a suggestion that countdowns come with a ‘maximum’ rounds before the countdown expires – so in this case maybe the countdown would be expressed as 5/10 with 5 being the pool and 10 being the max before it empties regardless of rolls.</li> <li data-xf-list-type="ul">An alternative to that would be to have the countdown change such that at a certain threshold dice start to get removed on 5-6 and then on 4-5-6, etc.</li> </ul></li> <li data-xf-list-type="ul">The bonus XP for using your Trait is a nice thought but effectively useless. The PCs gained 55XP yesterday for their combats and the 1XP they get for using their trait is, while welcome, inconsequential.</li> </ul><p></p><p><strong>Psionics</strong></p><p></p><ul> <li data-xf-list-type="ul">FYI only so you can see how the damage is impacting gameplay- In the combat the psionic character did 24 damage to himself through the use of a few (2 I think) lightning bolts (which btw were very effective against the robots) – this rendered him low enough that when I shot him he went down immediately</li> <li data-xf-list-type="ul">Regarding damage taken, it was suggested that PSIONCS first do damage to a pool of points generated from WILLPOWER and only after this pool is expended turn to actual health from ENDURANCE</li> <li data-xf-list-type="ul">None of the psionic careers seem to offer any choices when it comes to starship skills</li> <li data-xf-list-type="ul">Generally speaking, the two people playing psionic characters are not happy w/their career options</li> </ul><p></p><p><strong>Combat Tricks</strong></p><p>Generally I think these were well received by the group. There was a variety of tricks chosen including: evasive maneuvers, deadly strike and roll with it (2 chose this). I also heard a lot of people trying to decide which they wanted and that suggests to me that there were multiple tricks they’d like – that’s good.</p><p>Aiming and Feinting are presently listed in both the Combat Tricks and Combat chapter.</p><p></p><p>Observations:</p><ul> <li data-xf-list-type="ul">7 AGI requirement on AMBIDEXTROUS increases the importance of an already critically important ability</li> <li data-xf-list-type="ul">Roll with It is a very powerful trick. Most handguns only do 2d6 damage and they reduce this to 0 (or 1 die based on the answer to above question). Further, in many instances being prone is a bonus anyhow. Consider lowing the reduction or making it a check of some sort.</li> <li data-xf-list-type="ul">I think some of these tricks (trip, knockback, etc.) are going to get very annoying when applied every round of combat. For tricks like trip I think you should have to lose an action in addition to the dice penalty. The trick is just too good.</li> </ul><p></p><p><strong>Advancement</strong></p><p>No one liked the idea of moving up a tier of dice when you advance your character. There were many different concerns expressed which included:</p><ul> <li data-xf-list-type="ul">When you become better (by moving up a tier) your chance to crit (explode) is decreased. The lowest advanced characters explode 1 in 6 rolls and the most advanced just 1 in 12</li> <li data-xf-list-type="ul">Moving from d6s to any other die will significantly increase the ‘swingyness’ in the system and make balancing combat and other rolls much more difficult</li> <li data-xf-list-type="ul">No one has 15d8 or 15d12 laying around to roll and they do have that many d6s (and maybe d10s)</li> </ul><p></p><p><strong>Overwatch</strong></p><p>There was quite a lot of discussion about Overwatch. This included a considerable amount of concern that it would be too powerful and allow a single opponent to effectively shoot at everyone in the combat. I will note that this was <strong>despite this not being the case</strong> during gameplay. In practice, Overwatch seemed to make the PCs more careful about having cover.</p><p></p><p>Couple things on Overwatch –</p><ul> <li data-xf-list-type="ul">What happens when you declare Overwatch and there are legal targets that have no cover at all and never had cover? Do you get to shoot at them? If yes, do you shoot at them on your turn or at the very beginning of their turn?</li> <li data-xf-list-type="ul">It was suggested that you consider a cumulative 1 die penalty to each attack following the first when Overwatch is being used</li> </ul></blockquote><p></p>
[QUOTE="LucasC, post: 6286480, member: 6762606"] This feedback is not specific to combat. That topic is worth its own thread and I’ll post that in a bit. As an aside, if you’re interested in the play report about this game, you can read that [URL="http://embersds.com/?p=1298"]here[/URL]. [B]General Feedback[/B] [LIST] [*]Your current defense formula is expressed as (AGI – 1) * 1.75 but when I calculate the math it appears to actually be (AGI + 1) * 1.75. [*]It ‘feels’ to me that when I am doing Suppressive Fire and an opponent ‘recklessly’ disregards my suppressive fire I should get a bonus of maybe 1 die on the attack roll [*]If die penalties (such as from cover, roll with it, suppressive fire, etc.) reduce a die pool to 0 does the action auto-fail or does it reduce it to 1 die? [*]There are several skills that are quite difficult to access without being in the military [*]Pilot career grants +1d6 to use starship weaponry, shouldn’t this be expressed as a bonus GUNNERY rank? [*]Speaking of GUNNERY it seems that the Pilot career is the only career offering this skill. [*]Specific to starship combat, the Evasive Maneuvers trick is either significantly less useful than it sounds, or needs to be declared during the movement phase – in our case the PC ship acted last almost every round but the pilot wanted to use Evasive Maneuvers every round – we allowed him to make that decision during the movement phase but not change it during the normal turn. [*]Piloting careers all give AGILITY but many starship rolls (including piloting) are INTELLECT rolls. Consider swapping these skills out. [LIST] [*]As an aside, I think you should change out starship attack rolls from AGI vs DEFENSE to INT vs DEFENSE. This would help defocus the already bloated AGI skill and bring some use to INT and it feels as real as AGI to me since you’re probably using targeting computers and such. [/LIST] [*]LUCK as it exists is negligible in impact. In every case yesterday each PC used their entire LUCK pool on a single roll and (out of 5 of them) only 1 actually succeeded due to it. Their LUCK pool was then expended and didn’t come into play again. [*]Is there an actual use for the PILOTING skill? [*]We used a countdown, 3 dice pool. It worked about perfectly. The setup was that every round 0-3 new starfighters joined the fray and the PCs reached the safety of their alchemy ship when the countdown ended. They had to survive that long. I wanted about 5 rounds of combat and I believe it took 5 exactly. [LIST] [*]It did make the PCs very nervous and there was a suggestion that countdowns come with a ‘maximum’ rounds before the countdown expires – so in this case maybe the countdown would be expressed as 5/10 with 5 being the pool and 10 being the max before it empties regardless of rolls. [*]An alternative to that would be to have the countdown change such that at a certain threshold dice start to get removed on 5-6 and then on 4-5-6, etc. [/LIST] [*]The bonus XP for using your Trait is a nice thought but effectively useless. The PCs gained 55XP yesterday for their combats and the 1XP they get for using their trait is, while welcome, inconsequential. [/LIST] [B]Psionics[/B] [LIST] [*]FYI only so you can see how the damage is impacting gameplay- In the combat the psionic character did 24 damage to himself through the use of a few (2 I think) lightning bolts (which btw were very effective against the robots) – this rendered him low enough that when I shot him he went down immediately [*]Regarding damage taken, it was suggested that PSIONCS first do damage to a pool of points generated from WILLPOWER and only after this pool is expended turn to actual health from ENDURANCE [*]None of the psionic careers seem to offer any choices when it comes to starship skills [*]Generally speaking, the two people playing psionic characters are not happy w/their career options [/LIST] [B]Combat Tricks[/B] Generally I think these were well received by the group. There was a variety of tricks chosen including: evasive maneuvers, deadly strike and roll with it (2 chose this). I also heard a lot of people trying to decide which they wanted and that suggests to me that there were multiple tricks they’d like – that’s good. Aiming and Feinting are presently listed in both the Combat Tricks and Combat chapter. Observations: [LIST] [*]7 AGI requirement on AMBIDEXTROUS increases the importance of an already critically important ability [*]Roll with It is a very powerful trick. Most handguns only do 2d6 damage and they reduce this to 0 (or 1 die based on the answer to above question). Further, in many instances being prone is a bonus anyhow. Consider lowing the reduction or making it a check of some sort. [*]I think some of these tricks (trip, knockback, etc.) are going to get very annoying when applied every round of combat. For tricks like trip I think you should have to lose an action in addition to the dice penalty. The trick is just too good. [/LIST] [B]Advancement[/B] No one liked the idea of moving up a tier of dice when you advance your character. There were many different concerns expressed which included: [LIST] [*]When you become better (by moving up a tier) your chance to crit (explode) is decreased. The lowest advanced characters explode 1 in 6 rolls and the most advanced just 1 in 12 [*]Moving from d6s to any other die will significantly increase the ‘swingyness’ in the system and make balancing combat and other rolls much more difficult [*]No one has 15d8 or 15d12 laying around to roll and they do have that many d6s (and maybe d10s) [/LIST] [B]Overwatch[/B] There was quite a lot of discussion about Overwatch. This included a considerable amount of concern that it would be too powerful and allow a single opponent to effectively shoot at everyone in the combat. I will note that this was [B]despite this not being the case[/B] during gameplay. In practice, Overwatch seemed to make the PCs more careful about having cover. Couple things on Overwatch – [LIST] [*]What happens when you declare Overwatch and there are legal targets that have no cover at all and never had cover? Do you get to shoot at them? If yes, do you shoot at them on your turn or at the very beginning of their turn? [*]It was suggested that you consider a cumulative 1 die penalty to each attack following the first when Overwatch is being used [/LIST] [/QUOTE]
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