Professor Phobos
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Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Starter Set

Thu 22 May 2025, 21:19

Some thoughts...

The critical injury table on p. 19, the "Focused" result seems a little strange thematically. It's a mixed blessing mechanically, which is fine, but doesn't feel quite right - maybe it should auto-rally?

Does the Wounded result "stack" with the Broken effect? I.e., if you're Broken and Wounded, are you unable to use a Move action at all?

Regarding critical injuries, it looks like the "negative health=instant death" rule has been removed. I think that can probably come back? It helps cover edge cases of overwhelming source of death where a critical injury table roll would be redundant or silly.

Regarding the "Mess Up" result in stress response on p. 6, I think it should be reverted to having (by default) a harsher setback than just a failure/+1 stress. It feels more thematic that once you're really stressed you start making serious mistakes; friendly fire, cause yourself an injury, etc. I quite liked that in The Walking Dead.

Other than that, eager to see the new core rulebook and expanded critical injuries, but I am liking the changes and responsiveness! Great work! Love this game.
 
Corpus_Delicti
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Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Starter Set

Thu 22 May 2025, 21:56

@Teean - thanks for that great explanation! I didn’t take into account that a xeno gets a number actions equal to its speed. That makes total sense to me now - and yeah, it is clear as presented so everyone can ignore my post. :P
 
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Teean
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Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Starter Set

Thu 22 May 2025, 23:30

Regarding the "Mess Up" result in stress response on p. 6, I think it should be reverted to having (by default) a harsher setback than just a failure/+1 stress. It feels more thematic that once you're really stressed you start making serious mistakes; friendly fire, cause yourself an injury, etc. I quite liked that in The Walking Dead.

Mess Up is going to happen quite often and the original effect of the opposite of what you intended happens is very drastic. Picture a group of Colonial Marines in a tense moment of the adventure. Each one of them has a Stress of 4 or 5. Now every round odds are one or more of them is going to shoot one of their friends. Five marines, that's 20-25 stress dice in a round of actions. Odds are 3 to 4 facehuggers. And 4+1d6 means usually you'll get Mess Up. They'll kill more than the xenomorph.

Now it's going to vary from table to table but in drastic moments I've seen stresses of 4 or 5 be pretty common. And the shoot your friend is only an example. It explicitly says the opposite of your intention, not merely a failure. You're repairing the engine but now it's not merely still broken, it's permanently damaged. You didn't merely fail your Piloting roll to go through the trees quickly, you hit one. I could see a lot of adventures go off the rails with the original Mess Up.

Not my intention to argue against other's feedback, I'm sorry. But I was personally glad to see them make that change.
 
Professor Phobos
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Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Starter Set

Thu 22 May 2025, 23:55

Maybe a middle point - some setback occurs, but it doesn't have to be catastrophic. You drop the wrench trying to open the door and it makes a loud clang...
 
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Jehan Menasis
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Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Starter Set

Fri 23 May 2025, 00:51

Quoting Professor Phobos
Regarding the "Mess Up" result in stress response on p. 6, I think it should be reverted to having (by default) a harsher setback than just a failure/+1 stress. It feels more thematic that once you're really stressed you start making serious mistakes; friendly fire, cause yourself an injury, etc. I quite liked that in The Walking Dead.
 
I think It's to prevent abusing the system. A player with low resolve could decide to go full overstress, anticipating that he will roll the 'mess up' result and thus declare: "Ok, I'll shoot my fellow marine", and when the mess-up obviously occurs, he actually ends up shooting the Xenomorph. It's called stressed reversal accuracy.



Just kidding :D
 
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Tomas
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Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Starter Set

Fri 23 May 2025, 15:30

Thank you Tomas and the FL team, updated rules are excellent.

ALIEN_RPG_Evolved_Starter_Set_Panic_Cards_Front_BETA_2:
—Two SCREAM cards (p 5 & 7).
— No SPOOKED, NOISY, TWITCHY and LOOSE ITEM cards.
— Could be interesting to have the roll number somewhere on the card.

ALIEN_RPG_Evolved_Starter_Set_Stress_Cards_Front_BETA_2:
— No MESS UP card.
— Could be interesting to have the roll number somewhere on the card.
Thanks! These effects don't need cards since they are immediate, not lasting.
Fria Ligan
 
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Tomas
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Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Starter Set

Fri 23 May 2025, 15:31

I noticed that the Full Auto rules seem to be different between the Starter Set and the CRB betas.

Starter Set:
Some weapons can fire bursts of bullets. When you fire a burst and hit, without pushing the roll, you can immediately make another attack roll, at the same target or another, as part of the same action. If you hit again (without pushing), you may roll a third time. As soon as you miss, or push a roll, the attack is over. Each attack roll except the first gives you stress level +1. You cannot make more than three attack rolls in a single burst.
CRB:
Some weapons in chapter 5 can fire bursts of bullets. When you fire a burst and hit, you can immediately fire another burst, at the same target or another, as part of the same action. If you hit again, you may roll a third time. Each burst except the first gives you stress level +1. You cannot fire more than three bursts in a single action.
So, according to the Starter Set you can only do Full Auto if you did NOT Push any prior attacks. Should these rules not be the same between books? Or is the Starter Set being intentionally "mean" with not allowing Pushing for Full Auto attacks?
No, the starter set version is right. Will be fixed in the CRB. Thanks!
Fria Ligan
 
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Tomas
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Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Starter Set

Fri 23 May 2025, 15:38

Page 20, PANIC, oddly repeats the "skill rolls" trigger for Stress Response, and refers to Stress Response instead of Panic. I don't think that will confuse veteran players, but it's definitely going to muddle Stress Response and Panic for new players.
Good point, we'll get that fixed.
I'm out-of-proportion happy about the return of "Broken."
Happy to hear it!
Fria Ligan
 
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Tomas
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Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Starter Set

Fri 23 May 2025, 15:42

P21: Fatigue preventing Stress relief is mentioned under the rules for Stress, but not in the summary of the Fatigued condition, or on the Fatigued card.
Good catch. That rule will be removed everywhere.
Fria Ligan
 
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Tomas
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Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Starter Set

Fri 23 May 2025, 15:52

Hope’s Last Day page 18: Not sure if this is a typo or deliberate. Xenomorph movement - the text says that a xenomorph may move up to two zones. Is this not tied to a xenomorph’s Speed? Some varieties have a Speed of 3 - is it meant that they can only move two zones regardless of Speed?
Xenomorph's speed determines how many initiation cards they draw. My belief no Xenomorph's can move more than two zones per turn. So a Sentry would draw 3 initiation cards.

In combat mode you can move into an adjacent zone as a Quick action and you can perform two quick actions in a round. So any human would be able to move two zones. Per the core book (pg. 208), Xenomorphs get a number of FULL actions equal to their speed rating. They don't appear to get Full+Quick. However, as part of their Signature Attack (a full action) they can move from Short to Adjacent. Or instead of making a Signature Attack, they can move either two zones or one zone plus from Short to Adjacent. And they get a number of Turns equal to their speed. So a Xenomorph in combat can move up to four zones, twice the speed of a human. And a Scout or Sentry a horrifying 6 zones (though they can only attack you from a mere five zones away. Only!). This is only for Combat however.

Pg. 55 of the core book says Xenomorphs may move one zone per point of Speed in Stealth mode so the Scouts and Sentries do indeed move more quickly than the drones and soldiers.

This all seems fairly clear to me and the text in the Starter Set looks the same so far as I can see. If any of my interpretation above is not what the developers intend, then something needs editing but I think this part is clear, to me.
This is entirely correct. Xenos don't do the full+quick action as humans do. Instead, on each turn (of which they get one per point of Speed each turn), they get one signature attack (which may include movement) or just move.
Fria Ligan

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