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omnipus
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Re: Changelog

Wed 21 Apr 2021, 22:30

Yeah the edge cases with low magazine size and high ROF are kind of weird, however I guess you are right in that the higher chance of wrecking your gear kind of balances out the extra ammo dice.
Well, it doesn't quite do that any more since you still get 6 chances of getting that extra success but you only risk wrecking your gear on a pushed roll. With 6 ammo dice you get a fairly good chance of a success and chances are you never need to push the roll since you already got your success.

I'm not yet convinced this is an actual problem, since you're also just as likely sabotaging your chances of being able to push. But Fenhorn's proposal is a nice clean way of dealing with it.
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Fenhorn
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Re: Changelog

Wed 21 Apr 2021, 22:32

Yeah the edge cases with low magazine size and high ROF are kind of weird, however I guess you are right in that the higher chance of wrecking your gear kind of balances out the extra ammo dice.
Well, it doesn't quite do that any more since you still get 6 chances of getting that extra success but you only risk wrecking your gear on a pushed roll. With 6 ammo dice you get a fairly good chance of a success and chances are you never need to push the roll since you already got your success.

I'm not yet convinced this is an actual problem, since you're also just as likely sabotaging your chances of being able to push. But Fenhorn's proposal is a nice clean way of dealing with it.
Yup, you're right. Rolling six ammo dice, will most likely stop you from being able to push your roll since six dice are a lot of chances to get mishaps and pushing is one of the most important function when shooting, it is your ability to re-roll your base dice, the dice that needs to be a hit in the first place.
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andresk
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Re: Changelog

Wed 21 Apr 2021, 23:19

Well, it doesn't quite do that any more since you still get 6 chances of getting that extra success but you only risk wrecking your gear on a pushed roll. With 6 ammo dice you get a fairly good chance of a success and chances are you never need to push the roll since you already got your success.
I'll take your word for it, didn't have time to fully go over the failure rules again and can't really remember how those worked. In that case it's a bit more tricky yeah. As a referee I'd certainly forbid rolling more ammo dice than available ammo, though the case of rolling 6 ammo dice with 6 ROF and 6 rounds in the mag still remains.
 
cheeplives
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Re: Changelog

Wed 21 Apr 2021, 23:31

Couldn't the rule for Ammo dice just be changed to "You can choose to roll a number of Ammo Dice equal to your ROF or number of rounds left in your magazine, whichever is lower"

That solves the 2 bullets ROF 6 attack as well as many edge cases, especially when combined with the Ammo Spent rules.
 
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Re: Changelog

Thu 22 Apr 2021, 04:47

Went through and compared the Alpha vs Beta Careers: (of course there's a lot of "-Driving -Stamina -Mobilty" because they're all universal now):

Childhood:  
Affluent:  -Diver +Trader

Military Service:
Combat Arms: -Stamina, +Recon
Combat Service Support: -Driving
Spec Ops: Now "Int C+" not "No D Attribute", -Mobility, -Martial Artist +Combat Awareness

Police:
SWAT: -Brawler +Combat Awareness

Crime:
Burglar: -Mobility
Prisoner: -Stamina

Intelligence: 
Assassin: -Stamina

Blue Collar:
Driver: -Driving
Farmer: -Stamina
Mechanic: -Stamina
Construction: -Stamina

Education:
Liberal Arts: -Recon
Sciences: -Recon

White Collar
Professor: -Recon
 
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omnipus
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Re: Changelog

Thu 22 Apr 2021, 05:23

I get why, and I guess support it, but I think it's a shame all those education paths lost Recon and got nothing to replace it with! There are too many careers where you don't actually get any choice of skill at all now. (I guess that's not technically true, you can choose the defaults, but still)
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omnipus
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Re: Changelog

Thu 22 Apr 2021, 05:29

But let's keep things moving here...

On pg91, there are now rules for maintenance of guns and vehicles. Pass a tech roll once a week or they lose reliability.

The new rules for gear reliability are also repeated here.

For weapons and vehicles, I did not look carefully, but I did flip back and forth between the versions quickly and didn't notice any stat changes really.

I also did not carefully review any of the gear. At a glance, it's all the same.
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omnipus
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Re: Changelog

Thu 22 Apr 2021, 05:53

Base-building -- a totally new section! All of the rules and everything listed here is new... I won't go into detail on any of that.

On to the Travel section.

Driving Mishaps table, p142:
- this is now a 2d6 table, rather than 1d10, making extreme mishaps much less likely
- there are two new entries, Dirty Fuel and Roadblock (a naturally occurring type, not an encounter)

Scrounging, p143:
- now explicitly states it uses the Survival skill, and is more clear about how more than one party member can scrounge within the same hex (they can't, they can only help).
- scrounged items list, p144: one (1) reference to a Disney-owned intellectual property has been removed. :)

Foraging, p145-146:
- there is now no rule prohibiting foraging in the same hex continuously, although there is now a -1 modifier to successive attempts
- the same clarification regarding multiple party members working the same hex

Hunting, p146:
- the hit capacity and food provided by several types of animals has been increased. the food provided by rabbit and fox has been decreased.
- critical hits (of any kind) now suffice to down prey
- it now says you "usually" only get one shot
- same limitations on party as every other travel activity so far, I sense a theme!

Fishing, p147:
- same limitations on party, although the reset on doing it repeatedly in the same hex is one day (unlike one week in most other cases)

Sleeping on Bare Ground, p149:
- there's no actual change here, but it's been moved to a facing page with the sleeping section, which was harder for me to spot and I thought it had been removed at first!
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andresk
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Re: Changelog

Thu 22 Apr 2021, 09:38

I get why, and I guess support it, but I think it's a shame all those education paths lost Recon and got nothing to replace it with!
I thought it was VERY odd that liberal arts major got a recon skill along with many of the other civilian paths. The skill as described in the manual is very specific and outside of the military would only somewhat apply to LEO, criminals and maybe hunters/forest rangers.
As sad as it is that the civilian paths do not get anything in replacement, the pool of fitting skills is small. Any and all technical skills are tied under TECH, and the rest would only come from EMP skills, which is how they have solved it. Stamina, driving and mobility being universal also makes sense. However the smaller pool for skills does mean that these characters will probably end up being more specialised in a certain area, which makes sense for someone in a civilian career.
 
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omnipus
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Re: Changelog

Thu 22 Apr 2021, 10:22

I agree. I have a character now with high recon who has no military experience. It's not correct. However, many of the civilian careers are simply very flat.

The solution always was and is to have several more skills (and give up on having them perfectly balanced between attributes, since the attributes aren't really balanced anyway) but alas!
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