I actually assume that we can, since the 12 stats will be the same. Firing phasers will just use whatever mechanic 2E has.
A lot of 1E material is just story stuff, with no stats mentioned at all (e.g. all the free briefs). So there’s no reason why anything narrative would be incompatible.
That’s…not what was being referred to. The method I suspect that will.be used is that you’ll get a “hit” by rolling the dice. You’ll then get X amount of damage, plus the opportunity to buy extra effects (area, piercing, etc) using Momentum. That’s a substantially different to the current system where you get 1/3 chance of each die doing, 1/6 chance of doing 1 damage, 1/6 chance of doing 2 damage, and 1/3 chance of doing 1 damage and getting an effect, per die.
You won’t be able to use current system as-is in combination with 2e because it drops a significant component. There will be some form of conversion involved, the question will be how easy or difficult it will be.
I get that, but assuming that the core system is as similar as the blog post claims, you very much will be able to take a 1E version of a ship, and drop it in a 2E campaign. “Weapons X + Security X, firing phasers” will not change. What dice you roll or the effects of the phasers will, but that’s a system-wide thing, not ship-specific.
I never said it was specific to only ships. I gave that as an example of something in the game that will be substantially changed by dropping CDs and will need conversion. Aiming and shooting will likely be the same. Doing the damage will categorically not, and will require conversion…which was what was being discussed, whether any conversions will be needed.
Well. Although Modiphius’ communication strategy almost urges to speculate, I would like to point out that the more positive speculations were in the past, the closer they were to the actual truth. Or, in short: Let’s not assume the worst – until now, it never came.
With the omission of the CD, a substantive change to the concept of Stress is almost guaranteed. If we have a look at Dune which doesn’t need CD: there is no more Stress but only an appropriate Skill. There are (to my knowledge) no effects like “area” or “intense” or "vicious.
Since Stress and damage are derived values, it might even work relatively easy. 2e weapons would need 1e damage ratings, though.
I only speak for myself, but, begging your pardon: No.
I, personally, would be really happy with something comprehensible to speculate about. Right now, my mind is occupied with the question whether Modiphius decided to fool me with marketing BSspeak.
What I, personally, would like to know is:
any tidbit of information Modiphius wants to release, provided it is free of contradictions to known/previously released information,
a rough idea when the next drip will be dropped.
This would focus me on the content. But I’ll happily discuss communication strategies as well, if Modiphius so chooses. Buzz on the forums is buzz on the forums, after all.
Isn’t the max amount the party can have is 6 at any time?
No. It’s 6 plus whatever you generated on the roll.
The issue isn’t how much one can carry forth.
The GM-side issue is how much threat a player can generate in place of momentum.
There is no limit on spending, and no limit on generating threat. A few momentum spends aren’t repeatable (most obviously, adding dice to a roll (max 3 purchased) and avoiding death from lethal damage injury (once until treated), but most are.
The player-side issue is that without a better guideline on minimum GM spends and a limit on maximum, the general issue in the occasional snowballs of threat pools results in “Is the GM being a jerk, or doing what’s expected?”
Due to bad rolls, I’ve had a few sessions hit 30+ threat in the pool…
Oh, no. It’s just that they’ve worded it awkwardly.
You do an attack, and resolve whether it hits. Assuming it does;
You then subtract the severity rating of the weapon from the stress of the target (before you’d roll the dice indicated by the character and weapon and subtract the total instead).
You can increase the severity by spending 2 Momentum for +1 damage, to a maximum of 2 additional severity.
My main takeaways are this:
a) You no longer have the automatic Injury mechanic (in 1e, if you score 5 or more, you’d cause an Injury, that no longer exists.
b) You can kind of substitute CDs in (1CD for 1 damage caused), but the awkward bit is that you can’t have the automatic effects. It depends on how close you want to be to RAW I guess, because that would bypass the Momentum spends…in return for 1/6 damage on average.
It took a couple of readthroughs. If I understand it correctly, any successful attack (or other event that could hurt you) automatically causes Injury (and the GM creates an appropriate Trait to reflect it - “Burned”, “Broken leg” etc.). You’re also immediately Defeated, which means you’re out of that Scene).
Alternately, you can Avoid Injury by taking Stress equivalent to the Damage rating of the weapon (or whatever caused the injury).
At first glance, I don’t think I like it as much as the 1e rules, but I’d want to see it in play to really have a strong feeling on it. But my initial impression is that the “one hit takes you out of a fight” as a default isn’t going to be popular.
I also think the fact that it’s kind of unclear, and they have Stress and Injury in different places, isn’t a good thing.
I don’t think it’s one hit takes you out of the fight as the default. It’s a mouthy way of saying “you take Stress, and once your stress has gone, you’re Injured and Defeated”. No one is going to take the Injury over Stress reduction.
What it appears is that there isn’t the usual way of getting an instant KO like it was.
That’s exactly how it’s written - page 25. “When a character is hit by an attack, they suffer an injury.” And then 2 paragraphs later, “When a character suffers an injury, they are also defeated.”
Yes, on the next page, you have the option to avoid injury, but if (and I agree with you on this) players are always going to avoid the injury by taking stress, then why write it the way they did? It’s adding a totally unnecessary step (and confusing at least some players in the process).
Make it the default that getting hit causes you to take stress, but then for the infrequent cases where a player might want to suffer the injury rather than adding stress, they have that option.
Each weapon has a Severity (it doesn’t say how to calculate it, probably because it’s a free QS so you have to buy the CRB to find out…or it’s just dependent on the weapon, unlike the 1e rules), you must subtract that.
If you look at the character sheets, each weapon has Stun/Deadly X, the X is the Severity.
I agree with you that it’s worded awkwardly (and I made the same mistake when I first read it), but it boils down to the same - you subtract the Severity from the Target’s Stress until they can’t absorb it, then they’re Injured.
Technically, you can just accept the Injury, but that’s such an irrational choice that it’s only a technicality. I don’t know why they’ve chosen such a roundabout way of wording things - but I’ve found that TTROGs struggle with ckear wording anyway.
Reading the new blog entry, they’ve changed Stress substantially as well. You (probably?) don’t recover Stress at the end of a scene anymore - instead, it’s persistent. As your Stress lowers, you get more penalties. Eventually, you’re ordered to recuperate and recover Stress.
It feels like they’re trying to do something like the Stress/Consequence mechanic from FATE (which makes sense given how Traits work similar to Aspects), but it works backwards here to how it does in FATE.