Character advancement will almost certainly be updated. Nathan(?) said he was unhappy with it, and the updated version works much better - at least to my taste.
The only question is what they’ll be updated to:
The 1.5 version from KCRB (and various offshoots), which is my bet.
The K/F War book version, which I doubt because I think the scar mechanic, from what I’ve heard, seems specific to a war type campaign. It could be transplanted to other types, but I think it’s something that is intended for that feel/atmosphere.
A newer version, which I’m dubious of, but it’s not a negligible chance either.
Have not read the Fed-Klingon war book yet either, but I am kind of excited to read it and Captain’s Log.
I will be at GenCon, so getting 2e there, but don’t understand the need for a new edition? Typically new editions are launched for a major update to a system and to sell a whole new set of books from a financial standpoint. It sounds like most of these updates we are discussing have occurred in current supplements. I get the the financial side of things it’s a business, and I have the money to spend, but if it’s backwards compatible then there is no need to sell a whole new set of books. Why a new edition? Us old Grognards have been through many of these edition changes with our favorite games.
We’re discussing [semi] old rules because they’ve said it will be fully compatible with the old stuff, so 80%+ has ti be rehash…so it makes sense that updates will be incorporated - but it’s not guaranteed.
I mention this because it seems ti get into circular logic with your question - why are we getting a new edition, if everything being discussed is the same? Well, because that’s what makes sense to us, but that’s because we already have it. We might change our tune if we knew of something else. It could be something else…etc.
To be honest, if Modiphius and I are on the same page as to what “backwards compatible” means, it’s more if a 1.5 with mostly updated mechanics to include what’s been released separately plus maybe a couple of new ones but follow on from the same manner.
My individual problem with this question is that it is based on an assumption that has yet to be confirmed. In other words: Before we ask “why a new edition”, I, personally, think we have to ask: “What does ‘a new edition’ mean?” Is it a new game system “as one does” (looking at you, Wizards!) to sell more books, or is it “just” a new printing-run of the corebook with contains all the rules that have changed and updated over the years?
That Modiphius named the product “2E” indicates that “new edition” might mean “new game”; while the claim of it being “compatible with first edition” indicates that “new edition” might mean “new corebook for the old game, with some updates”. In the latter case, calling it “2E” might be a marketing choice.
Then again: All these small updates to all these different books, campaigns and supplements were improvements on their own and do justify an update to the core rules.
To be fair, Wizards aren’t too bad. The new ones are after ten years and similarly to Modiphius claim that the old rulebooks won’t be made involuntarily obsolete. It’s Games Workshop with Warhammer you have to watch out for (an average of 3.7 years, ouch!).
Fascinating to see how other game companies and systems have gamers so wrapped up on what ‘should’ constitute a new ‘edition’ of a game. Semantics ftw.
I mean come on it’s fun for us Grognards debate what an edition entails. No shade at Modiphius or you Jim, on my behalf at least.
Is this year’s D&D release a new edition? Not according to Wizards, just don’t go read the many posts on Enworld claiming it is. I don’t think it is, perhaps 5.5 would be more accurate. They are still releasing the main 3 books in this not new edition.
Was 1e to 2e D&D a new edition, no not really, but they wanted to sell more books? I mean it’s debatable Thaco0 didn’t really change but the classes did, see Cleric and Bard. So new edition?
You call it whatever you want to call it Jim. I just enjoy speculating on the changes.
My biggest issue with 1e is the unlimited momentum/threat spend for extra damage…
A convention game in '19, the players managed 8 momentum on a to-hit, with a full momentum pool (specifically for the purpose of max damage potential, they spent threat for 2 dice, and determination for a third; 4th was ship’s weapons), and so added 14 effect dice.
This did allow them to blow up the target… but it felt really cheese-ball munchkin.
Dune’s limit of +1 damage feels a bit too low for trek.
So, this is kind of a request for a standard limit - how much extra damage, and how much threat per task - as a standardized option in that new edition.
I think the issue is that’s how much you can save, but if you’re spending, you can spend as much as you like.
For example, you have 6 in the bank, then you generate 3 additional successes, you can now spend 9 (and have to spend 3 or waste them). I think it’s a fairly niche problem though - we normally run out of useful things to do with it out of combat, and it usually gets rationed in combat, so you end up not getting massive spends anyway.
adding extra damage doesn’t do as much as you think if you make 5 damage you make one wound 2 wounds if you reduce the hit points to 0. So yes you can wound or kill more easily but it’s not that powerful.
Maybe spending momentum to add damage can add a bit to threat too because it’s not in the Starfleet vibe.
My main concern in damage is the following plan
optional; if the momentum pool is low at any moment the captain do “rally”
The science officer “scan for weaknesses”. If extra momentum is generate create advantage “know weakness of ship model X” or innocently ask that this works for several attacks (be careful GM of this demand)
the pilot uses a flying option (or more if he/she is good) to make the fire easier and/or defense higher (Fly by, Hands on pilot, threat the needle as talents)
the tactical officer fire a salvo of quantum torpedo on a targeted location (with the appropriate ship talent it’s free). Any Vicious weapon works . Full spread maximum yield is great to have but many other are effective too
spend 1 momentum to re-roll any 0 on damage roll
can destroy anything because resistance is at 0. The only thing that helps a borg cube a little is that it has a size of 12 and has more health levels but it"s very effective even against them.
Works especially well if the ship has quantum torpedoes, Fast targeting systems, and improved impulse drive as ship talents
if a second attack is necessary remember that scan for weaknesses doesn’t apply.
Of course the captain can ask for a “make it so” for an extra scan for weaknesses before the second attack by the second tactical officer that the ship should have if he’s got a Security 4 rating. A doctor with Doctor orders talent works well too
Sounds like an outlier. Game can’t stop munchkin players from munchkining.
Spending Momentum to add Stress/damage is limited by the amount of Momentum the player or group has. It’s a repeatable spend but not an immediate spend.
Which basically means, if I you’d allow me to add, claryfying, that it can’t be paid for by Threat (cf. p. 84, 86 of the Core Rules. “First Edition” as they apparently use to call it now ).
This threw me at first as well, but you can also “spend” by adding to the threat pool generally on a 1:1 for momentum.
I’d have to look at the rules to see how effect dice were added, but in theory there are indeed unlimited meta-currency spends if players buy threat, for any action that threat can be used for.
Only for immediate spends, p. 84, 86 of the Core Rules; not for spends that are (only) repeatable. As @Modiphius-Jim pointed out, adding damage dice is a repeatable, not an immediate spend.
You can only spend the Momentum you have, being (at max) 6 from the pool plus any Momentum generated by the Task in question (normally being 12 at max for an ALL CRITICAL 5+1 d20 dice pool, with 3 dice paid for by Threat/Determination and one die from assistance).