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<blockquote data-quote="Morrus" data-source="post: 6365115" data-attributes="member: 1"><p>It was great meeting you at Gen Con, Lucas!</p><p></p><p></p><p></p><p>The seeker upgrade for the weapon (as we discussed at Gen Con) needs revision following the overall dice pool change. Right now, my thought is that it's *way* too cheap (by a factor of 10 or so) and usage should be limited.</p><p></p><p>It's interesting that despite all the changes so far, still 100% of your players have 3 ranks in combat skills. I'm really failing to discourage this! Add that to the LOGIC 2 you mention below, it's still a problem, I see.</p><p></p><p>As a question -- do you tend to introduce non-combat encounters into the game? I need to get to the bottom of why I haven't been able to solve this one yet!</p><p></p><p> </p><p></p><p></p><p>Yep. I'll clarify that, but yes, stabilization can be repeated freely.</p><p></p><p></p><p></p><p>Nope. It has its own usage limits.</p><p></p><p></p><p></p><p></p><p>No, he's unconscious but no longer dying, and is now able to receive healing. He can now be healed to above 0 HEALTH, at which point he is active again.</p><p></p><p></p><p></p><p></p><p>Hmm. I guess. Lemme think about that.</p><p></p><p></p><p></p><p></p><p>I'll give it some thought!</p><p></p><p></p><p></p><p></p><p>Yeah. I'm a dumbass. That ability can be used once per day, not at-will.</p><p></p><p></p><p></p><p></p><p>I couldn't really think of any! I'm open to ideas!</p><p></p><p></p><p></p><p>That is a problem, as noted above, and one I'm concerned about. LOG is tied to starship weaponry, scanning, computer operation, etc., so I'd hoped it would prove to be important in playtesting. </p><p></p><p></p><p></p><p></p><p>No, that's not a desired consequence. I'll look into that.</p><p></p><p></p><p></p><p></p><p>I'm not entirely clear on the question. I do want to discourage career-spamming (multiple careers at rank I), although the rules don't currently accomplish that.</p><p></p><p></p><p></p><p></p><p>Sure. That sounds reasonable.</p><p></p><p></p><p></p><p></p><p>Cover applies to any attack against DEFENSE, but not MENTAL DEFENSE. So a psionic lightning blast is affected by cover, but reading someone's mind is not. Although I can see an argument for cover making mental attacks more difficult - it's hard to project your mind through stuff; line of sight makes it easier; etc. Given some of our dicussion on psionics at Gen Con I'm inclined to go down that route.</p><p></p><p></p><p></p><p></p><p>Yeah, an old upgrade for the old dice pool mechanic. I had some thoughts on it above, but it's far too powerful right now.</p><p></p><p></p><p></p><p></p><p>No, but N.O.W. will have a lot of "gun-fu" type stuff in it. I might repeat some of the basics.</p><p></p><p></p><p></p><p></p><p>Same as climb speed.</p><p></p><p></p><p></p><p></p><p>I think I'm going to sidebar that as a purely optional rule.</p><p></p><p></p><p></p><p></p><p>Covered above. I will look into SOAK vs. psychic damage; that's slightly harder for me to conceptualize, but I agree it's needed.</p><p></p><p>My current thought also has it linked to sentience -- non-sentient are already immune, semi-sentient have SOAK 5, sentient takes full damage. </p><p></p><p></p><p></p><p></p><p>One thing I would say is that you're using extremely weak enemies. Gobbers and thugs, in particular, are designed to be the sort of enemies competent pCs can mow through and show off, feeling cool and heroic. They're pretty much cannon fodder. Attaching them to more powerful enemies as a distraction is probably the way to run them, but don't expect them to put up a fight against PCs.</p><p></p><p></p><p></p><p>It's 0 plus your starter career.</p><p></p><p></p><p></p><p>Sounds good.</p><p></p><p></p><p></p><p>Attack only. Additional damage is gained by exchanging attack dice. Maybe some legacy references in there.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6365115, member: 1"] It was great meeting you at Gen Con, Lucas! The seeker upgrade for the weapon (as we discussed at Gen Con) needs revision following the overall dice pool change. Right now, my thought is that it's *way* too cheap (by a factor of 10 or so) and usage should be limited. It's interesting that despite all the changes so far, still 100% of your players have 3 ranks in combat skills. I'm really failing to discourage this! Add that to the LOGIC 2 you mention below, it's still a problem, I see. As a question -- do you tend to introduce non-combat encounters into the game? I need to get to the bottom of why I haven't been able to solve this one yet! Yep. I'll clarify that, but yes, stabilization can be repeated freely. Nope. It has its own usage limits. No, he's unconscious but no longer dying, and is now able to receive healing. He can now be healed to above 0 HEALTH, at which point he is active again. Hmm. I guess. Lemme think about that. I'll give it some thought! Yeah. I'm a dumbass. That ability can be used once per day, not at-will. I couldn't really think of any! I'm open to ideas! That is a problem, as noted above, and one I'm concerned about. LOG is tied to starship weaponry, scanning, computer operation, etc., so I'd hoped it would prove to be important in playtesting. No, that's not a desired consequence. I'll look into that. I'm not entirely clear on the question. I do want to discourage career-spamming (multiple careers at rank I), although the rules don't currently accomplish that. Sure. That sounds reasonable. Cover applies to any attack against DEFENSE, but not MENTAL DEFENSE. So a psionic lightning blast is affected by cover, but reading someone's mind is not. Although I can see an argument for cover making mental attacks more difficult - it's hard to project your mind through stuff; line of sight makes it easier; etc. Given some of our dicussion on psionics at Gen Con I'm inclined to go down that route. Yeah, an old upgrade for the old dice pool mechanic. I had some thoughts on it above, but it's far too powerful right now. No, but N.O.W. will have a lot of "gun-fu" type stuff in it. I might repeat some of the basics. Same as climb speed. I think I'm going to sidebar that as a purely optional rule. Covered above. I will look into SOAK vs. psychic damage; that's slightly harder for me to conceptualize, but I agree it's needed. My current thought also has it linked to sentience -- non-sentient are already immune, semi-sentient have SOAK 5, sentient takes full damage. One thing I would say is that you're using extremely weak enemies. Gobbers and thugs, in particular, are designed to be the sort of enemies competent pCs can mow through and show off, feeling cool and heroic. They're pretty much cannon fodder. Attaching them to more powerful enemies as a distraction is probably the way to run them, but don't expect them to put up a fight against PCs. [SIZE=4][/SIZE] It's 0 plus your starter career. Sounds good. Attack only. Additional damage is gained by exchanging attack dice. Maybe some legacy references in there. [/QUOTE]
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