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Star Trek Adventures: Now that the full rules are out, what do you think?
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<blockquote data-quote="oneshot" data-source="post: 7179930" data-attributes="member: 61634"><p>2d roll IS a normal roll. That's the default unless you choose to buy more dice. If most players you've seen choose to spend their limited resources to buy extra dice on nearly every roll, including rolls that are of little consequence and rolls that should be a fairly easy success anyway assuming you're using the difficulty guidelines from the book, then I don't know what to tell you. I think those players you've seen aren't being very tactical or intelligent in their use of resources, and they certainly behave nothing like my players who save their momentum or threat purchases only for the rolls when they need them.</p><p></p><p>OK, great, you quoted from the playtest adventure that Modiphius put in the book with minimal editing. That adventure was written using a version of the rules that predates even the first playtest rules set, and the version printed in the book still hasn't been fully updated to reflect the final rules. (You can add that to my list of quibbles.) Also, it was designed to test as many different subsystems as possible, so there are a lot of things in there that shouldn't come up every single session of the game. I can't help but notice the only actual rules segment you cite to is for a specific subsystem in planetary creation and says "certain Tasks," not every Task. How about citing to the main rules or disputing the quotes and cites I posted above?</p><p></p><p>RAW, increases in the complication range should be relatively rare. The fact that it appears once in a adventure written under an earlier rules draft doesn't change that, and based upon your last two posts, you clearly increased complication ranges a lot. RAW, difficulties are relatively low on purpose. RAW, you don't need to spend all the threat you gain or spend it for "maximum" effect. RAW, complications can be, but don't have to be, major problems for the PCs, and don't need to last all session. In fact, the specific guidance the game gives is that complications can be passing issues, like taking a small amount of damage (which would go away at the end of the scene assuming its just stress) or merely being embarrassed. RAW, complications are relatively easy to remove when they do occur. These things are backed up by the rules I quoted above. </p><p></p><p>More than once, you have shown in your posts that you read and apply the rules in vastly different ways from the rest of the playtesters. For example, you once argued on the Modiphius boards that values were also traits, so that's how you put it on your homemade character sheet. A number of people pointed out all the places in the rules (including the official character sheet) that made it clear values weren't traits. The only reason I bring that up at all is because you wrote in first post in this thread "values are no longer traits." But they never were, and the language in final rulebook is almost identical to the language used in the playtest documents. Unless, of course, all the other playtesters playing the game were wrong, and you alone were right. Doesn't it strike you as odd that your experience with the game is completely different than the majority of playtesters that found the game very playable? </p><p></p><p>Even if you followed the letter of the rules, you certainly didn't follow the spirit. You clearly ran the game at your table very, very differently than the rest of us. I ran a heck of a lot of sessions during the playtest period, and I never had anything like what you described above, and neither did a lot of the other playtest groups. I don't think the problem here has anything to do with the system. The vast majority of people who run 2d20 (STA or any of the other games) don't have any of the problems you describe. The system doesn't suit your GMing style or your players' game style. That's fine, not every game suits every person, but a game designed for a different playstyle than your own isn't broken; it's just different.</p></blockquote><p></p>
[QUOTE="oneshot, post: 7179930, member: 61634"] 2d roll IS a normal roll. That's the default unless you choose to buy more dice. If most players you've seen choose to spend their limited resources to buy extra dice on nearly every roll, including rolls that are of little consequence and rolls that should be a fairly easy success anyway assuming you're using the difficulty guidelines from the book, then I don't know what to tell you. I think those players you've seen aren't being very tactical or intelligent in their use of resources, and they certainly behave nothing like my players who save their momentum or threat purchases only for the rolls when they need them. OK, great, you quoted from the playtest adventure that Modiphius put in the book with minimal editing. That adventure was written using a version of the rules that predates even the first playtest rules set, and the version printed in the book still hasn't been fully updated to reflect the final rules. (You can add that to my list of quibbles.) Also, it was designed to test as many different subsystems as possible, so there are a lot of things in there that shouldn't come up every single session of the game. I can't help but notice the only actual rules segment you cite to is for a specific subsystem in planetary creation and says "certain Tasks," not every Task. How about citing to the main rules or disputing the quotes and cites I posted above? RAW, increases in the complication range should be relatively rare. The fact that it appears once in a adventure written under an earlier rules draft doesn't change that, and based upon your last two posts, you clearly increased complication ranges a lot. RAW, difficulties are relatively low on purpose. RAW, you don't need to spend all the threat you gain or spend it for "maximum" effect. RAW, complications can be, but don't have to be, major problems for the PCs, and don't need to last all session. In fact, the specific guidance the game gives is that complications can be passing issues, like taking a small amount of damage (which would go away at the end of the scene assuming its just stress) or merely being embarrassed. RAW, complications are relatively easy to remove when they do occur. These things are backed up by the rules I quoted above. More than once, you have shown in your posts that you read and apply the rules in vastly different ways from the rest of the playtesters. For example, you once argued on the Modiphius boards that values were also traits, so that's how you put it on your homemade character sheet. A number of people pointed out all the places in the rules (including the official character sheet) that made it clear values weren't traits. The only reason I bring that up at all is because you wrote in first post in this thread "values are no longer traits." But they never were, and the language in final rulebook is almost identical to the language used in the playtest documents. Unless, of course, all the other playtesters playing the game were wrong, and you alone were right. Doesn't it strike you as odd that your experience with the game is completely different than the majority of playtesters that found the game very playable? Even if you followed the letter of the rules, you certainly didn't follow the spirit. You clearly ran the game at your table very, very differently than the rest of us. I ran a heck of a lot of sessions during the playtest period, and I never had anything like what you described above, and neither did a lot of the other playtest groups. I don't think the problem here has anything to do with the system. The vast majority of people who run 2d20 (STA or any of the other games) don't have any of the problems you describe. The system doesn't suit your GMing style or your players' game style. That's fine, not every game suits every person, but a game designed for a different playstyle than your own isn't broken; it's just different. [/QUOTE]
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