Re: Beta Feedback - Alternative Stress & Panic Response Tables
Posted: Sat 17 May 2025, 18:49
First, I really appreciate the sharing of the design philosophy behind the derived stats of Health (Strength/Agility) and Resolve (Wit/Empathy). This was my suspicion when I saw the change from 1.0 version Health to Evolved edition Health, but it's nice to have it confirmed. I agree that it provides nice balance for the Stats. I think telling players this design philosophy will help players who perhaps thought resolve "made no sense".Ok, slight update made to the stress responses, see the first post of this thread. In addition, the option to heal stress by rolling excess successes has been removed, as it can be exploited.
On a general note - the stress responses are not only for mechanical effect, but also intended as prompts for roleplaying. That's part of the reason why we're now more consistently giving them lasting effects. Each stress response (and most panic responses) will have a card in the new starter set.
As for Resolve, the main purpose is to even out the weight given to the four attributes - in first edition, the only derived attributed was Health, which was just equal to Strength. This gave too much weight on Strength compared to the other attributes. I also think letting characters with high Wits/Empathy more resistant to panic matches the source material quite well - just look at Ripley and Newt.And Resolve can be increased with the Seen it All talent, like Hardened can increase Health - also we're changing these to +1 (instead of +2) but they can be gained multiple times up to +3.
To reinforce this idea, while the description in "Core Concepts" is pretty good, and there is a bit of flavor that links the two (health's, "even if you keep your nerves..."), but perhaps there could be just a tiny bit more description to link them. I am no author, but perhaps something that reinforces the idea is that Health keeps you "in the fight" by keeping you upright, and Resolve keeps you "in the fight" by keeping you sane/keeping your cool.
Second, Great changes to Hardened and Seen it all. This makes sense, and allows for satisfying narrative progression as your character continues to survive and level up despite the horrors they have encountered along the way.
Third, removing heal stress by rolling excess successes. I think this is a good change also. While narratively I could mentally justify the idea of removing stress with extra successes as your character "gaining confidence", but I worried that it would devalue the tension of stress can gain quickly but removing stress was harder since you had to find shelter/safety/a place to hold up.
However I wonder if this idea of "gaining confidence" from over-success could be maintained a bit? Perhaps bring back the 1.0 stunt of "Gain a +1 modification to a later skill roll relating to this one", or even just saying you "get +1 to your next skill roll". Thus it maintains the idea of slight confidence boost both mechanically and narratively since the effects are temporary (the stress is still there and you will have to deal with it eventually).
Personal note on stunts: I know some people disagree but I am glad the skill specific stunts are gone. +1 to a future roll was always my favorite stunt, as it was the only generic one (besides +1dmg) that my players always remembered, whereas they forgot all the other specific ones