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Storm
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Joined: Mon 09 Oct 2023, 00:54

Feedback on Beta2

Fri 30 May 2025, 21:48

Alright back again but I’m posting my feedback here perequest.

First thank you so much for fixing the combat shotgun, it never made sense to me nor any of my players why it had a penalty for hitting armored targets.

Life Path Question: Will this be updated with the Wildcatter and Entertainer careers in Building Better Worlds?

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Things that I would like to suggest that need further attention. Whatever you don’t change I’ll assume you have your reasons and won’t persist after this. You guys have taken the time to put the lore and content of Alien to us in a game. For that I am grateful and happy. So what if you don’t have overwatch… (Why not? Honestly, at this point I’m just genuinely curious about your answer.) Point is I’ve already decided to Frankenstein the two editions together. I’m just hoping I won’t need to do as much if you take any of my suggestions.

Talents (Because these are important to me)
> Breakthrough: Removed. I don’t see why, it was a good Talent. Put it back into General.
> Calming Presence: Why remove this? It would be a great General Talent. We need Stress relievers.
> Company Resources: This feels like “Hidden Stash” with a penalty… I’m still not a fan.
> Compassion & Influence: both did the same thing but flavor text changed them. Honestly, take your pick but give us one back to go into General Talents.
> Full Throttle: When piloting a spacecraft, you get +1 die to PILOTING rolls for accelerating or decelerating (page xx). {Still missing the +2}
> Guardian Beta 1: Removed. Why? To condens page space? It is still a good talent. Bodyguard doesn't replace it. Some people don't want to take a hit and some would yell out. I say keep both! I'll be adding it back in. (I know I advocated to have Bodyguard back but I didn’t think you would remove this, both are best!)
> Hard to Catch: You get +2 dice to MOBILITY when dodging an attack. <{Suggest change the talent to "When you are attacked you have the option to choose to either Dodge (Roll Mobility) or Defend (Roll Close Combat). In addition you get a +2 to the roll of choice." It just makes more sense. I’ll be Homebrewing this way personally.}
> Healer: Removed. Ok, it's a niche. But with the return of Critical Injuries I think it's kinda needed for longer campaigns.
> Hidden Stash: I still don't like that this was removed from general talents.
> Hothead: Removed. Why? I don’t see why, please return.
> Light Eater/Sleeper/Killer/Merciless: Had their place. Not sure why they are gone. I'll be porting from 1e.
> Navigator: Rare use. Still suggest change to ANY type of travel. On ground or in space.
> Nerves of Steel: Still think this should be the "Seen It All" and "Seen It All" should be "The Long Haul" from 1e.
> Past the Limit: Removed still. You already have push talent still, why remove any?
> Quick Draw: Removed. Quick Shot does not replace it in my eyes.
"> Second Wind: NocFenix comment from the Feedback thread is the perfect idea to fix this
Some of the renames seem unnecessary, and will actually make it harder for people to mix-match/convert from 1E to EE.

Example, in the Evolved Edition we have these two Talents:
> Last One Standing: You can rally yourself when broken (page xx) by rolling for STAMINA yourself. Only one attempt can be made.
> Second Wind: Anyone who tries to rally you (page xx) gets +2 dice to their COMMAND roll.
In 1E we have:
SECOND WIND: When you are Broken, you can get back on your feet immediately, without anyone giving you first aid (see page 98). Roll for STAMINA. For every (success) you roll, you get one Health point back and can keep fighting a little while longer.
Why not keep Second Wind as basically the same (with the new wording used in Last One Standing), and call the actual new Talent something else like ""Never Surrender"" so it is much clearer for those manually converting old scenarios/campaigns over?
"

> Sensor Operator: Really niche. I would rework this or just remove it.
> Stealthy: Still greatly disliked that it doesn’t work in group rolls if others don’t have it.
> The Long Haul: Removed Still. Honestly, I should have kept it and tossed it into general talents. No point in removing. < I'll be porting from 1e regardless.
> Watchful: Removed. Why? I loved this Talent. Highly useful and thematically good. Bring it back please. Highly useful for Solo plays too! Regardless I'll be porting from 1e.
> Xenomorphology: Much better wording! Thank you. Personally I would make this a tiny bit more useful with the addition. "The creature could have more general weakness. Such as a weak leg for reasons unknown. (At GMs choice) Providing a -1 to armor in that area. {Or something to that effect. Reason being simply it's a one and done throw away Talent not many are going to use it if it doesn't have more usefulness to it. But honestly GM can just do this on their own.}

Armor: I still think returning the armor values to their original with dragrade/chipping effect would be better. That being said, what you have now is still better than Beta 1. Regardless, thank you for the changes.

Synths: Returning to 1e rules is perfect thank you. Only thing I would add which could be added in the future book if the time limit is concerned. Expanding injuries or additional features would be nice.

Life Path: I’m not a huge fan of losing attributes in the disaster table. There is no way to potentially get Attributes and the permanent loss can make a character weaker in an already deadly world. I would rather they lose a limb and have a prosthetic one as a replacement. Though that leads to the fact we don’t have any rules or stats for such things. Even though Reed has one in CotG, which I always liked about her and was sad to see, it really wasn’t brought up at any point ever again.

Alternatively, suffering one or two different Mental Traumas instead of the loss of Attributes is good story fuel. Suffering mental traumas for the first few sessions until shore leave makes sense and can be fixed later. You can do the same with a Critical injury. Just say it's not fatal and you're feeling the effects or possibly still recovering from the incident.

Candy bar: rather than just satisfying hunger, maybe give a temporary “energy” boost as well? “In addition to satisfying hunger for the day. Once per shift, get a sugar rush, get a +1 to your next Agility or Wits based roll. Eating more than one per shift causes a sugar crash, becoming fatigued. ” It's not overpowered because it only lasts for one roll and has a penalty if it's abused. Which feels thematically fitting.

Weapons:
The Heavy Pulse Rifle should have a +3 to damage to reflect the higher caliber round. To reflect the “suppressive fire” should be at a +1 modifier. Even though there is no actual in-game effect for “suppressive fire”. This would roll it back to 1e stats but I still feel as though this is what it should be at. Everything else is fine about it compared to the standard Pulse Rifle.

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