Baloo
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Posts: 23
Joined: Wed 25 Nov 2015, 18:07

[Alpha] Playtest Feedback

Sat 28 Nov 2020, 20:59

I’ll try to keep this short and sweet.
I’m coming from 30 years of GMing, have worked on game design, and am very familiar with MY0 engine.
Player’s handbook was a great read. Enjoyed the T2K rules and style. Created two PCs with only some minor hiccups. Here’s the good and the bad:
+ Liked the mishap rules
+ The A-D(/F) rating system felt cool, initially sceptical to different dice but warmed up to the idea
+ Lifepath creation is a treat, big fan
- Character sheet attributes and skills need some aligning with Player’s Handbook.
- Draft rules don’t make sense for intelligence background
- Option to sell/buy equipment from start would be an improvement

Performed a playtest combat scenario: travel by foot in heavy rain followed by a firefight ambush of three marauders along a rainy dirt road. First impressions:
+ Suppression rules!
+ Rolling for quick movement and reloads great for tension.
+ Infected wounds are nice
- Figuring out which dice to use after applying modifiers actually did turn out to be a hassle – it slowed things down
- Counting ammo dice slowed things down a bit
- Yeah, chance for mishap due to ammo dice is too large
- NPC’s in Referee’s handbook are missing CUF stat
- Needing to recheck/calculate weapon range after movement slowed things down

Brain-stormed suggestions:
  • OK, I’m not a fan of needing to figure out what kind of dice to roll, constantly swapping back and forth as modifiers change. Regular MY0 engine is much smoother. I understand how current 2DX setup contributes to good balance of the basic mishap rules, but would prefer alternative based on D6’s only: e.g. A-rating = 5D6, 1st attribute/skill die is “mishap die”. Snake-eyes on mishap dice = mishap. 6’s from other die can be traded to cancel mishap.
  • Simplify ammo counting. First ammo die expends 1D3 rounds, all others 5 rounds? First ammo die becomes mishap die if ROF used is 3+?
  • Standardize weapon ranges, provide a quick chart of range bands, or at least provide weapon range bands to character sheet. Fire and manoeuvre needs to be instinct, not a math exercise.
  • Liking the focus on critical hits, but am still divided on the number of PC hit-points. Seems like too many, even if hit capacity is used for more than just weapon damage. Half may be too few, even if life in T2K is cheap. Somewhere inbetween?
 
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Tomas
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Joined: Fri 08 Apr 2011, 11:31

Re: [Alpha] Playtest Feedback

Sun 29 Nov 2020, 19:24

Great feedback, thanks!

As for stepping up/down dice, yes it does take a little getting used to, we noticed that in internal playtesting as well, but our experience is that it flows pretty naturally once you've done it for a while. :)

As for weapon ranges, we did consider standardized range bands, but that would mean we lost a way to differentiate between weapons. Using varying effective range, we can effectively make some weapons more accurate than others, at longer ranges.
Fria Ligan
 
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Vader
Posts: 618
Joined: Fri 15 Nov 2019, 14:11
Location: The Frozen North

Re: [Alpha] Playtest Feedback

Mon 30 Nov 2020, 10:35

As for weapon ranges, we did consider standardized range bands, but that would mean we lost a way to differentiate between weapons. Using varying effective range, we can effectively make some weapons more accurate than others, at longer ranges.

And I like the way you did this! A very good mechanic, with reasonable results IMO, at least as far as I've seen so far.
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