How does that work? I’ve never played it.
In FATE (at least in the basic FATE core version; there are tons of variations), when you suffer harm, you take Stress (you have a stress track of 2-4 boxes).
If you fill your stress track, you’re “taken out” of the scene (whatever that might mean in context - unconscious, captured, whatever).
But instead of that, you can take a Consequence in lieu of the stress loss (maybe Broken Leg, or Blinded, etc). The consequence becomes a temporary aspect that opponents can invoke against you where that consequence would be disadvantageous for you. And it imposes a penalty on you when you attempt an action where the consequence would affect whatever you’re trying to do.
So the Injury in 2nd edition works like a Consequence in FATE (and the rules directly call out that the injury becomes a temporary Trait that can make actions harder or impossible), except it ALSO takes you out of a scene, so you don’t have the choice that you would have in FATE - drop out of the scene OR stay in it but accept an injury that will make your life harder in subsequent scenes.
That does sound quite similar (with the exceptions that you’ve noted, of course).
One thing I’m wondering is if they’re rejecting the premise of being in ab episode of the show. They got rid of the milestone method of progression that very much felt like you were following the arcs of various characters across seasons. Now, they’re altering Stress away from being replenished fully at the end of each scene, which felt very much like the characters in the show where, beyond injury, they usually came to full strength between scenes (I’m still not sure how persistent it will be in 2e - do you keep it between adventures, or does it reset like Momentum?).
I do agree with the progression change, I already use it because it feels more impactful to me. I’d have to play the new Stress system to see if I like it or not. The Stress relief part sounds like it could be good, but it depends on how they’ve implemented it.
That seems an odd interpretation: to me, the newer version is much more like the show - a character is steered into personal story arcs!
The various spotlights, arc milestones etc that revolved around dramatic moments were a lot more like a TV show than the new way where your actions are assessed according to the values of Starfleet (or Klingons) and you’re rewarded accordingly.
The severity of an attack is set directly by the weapon involved - 2 for an unarmed strike, 4 for a phaser or disruptor - plus any relevant qualities. This is not affected by your Security rating, only the Momentum that can be spent to increase the damage.
One thing I would note is that any successful hit causes either an injury or stress, even if the target is wearing armour. Without the stress/avoid injury element, McCoy could theoretically deck a Klingon with a single punch.
My biggest concern (apart from the loss of CD which as I said, is an element I really like) is that combat could easily become a min-max exercise, with players trying to work out exactly how long it will take to put an opponent down based on past experience or knowledge of the rules. I know people who will do this!
Some parts of it - especially enforcing the injury is a trait rule - I do like, but with Momentum being used for nearly all effects, I don’t think many of them are likely to show up (or as Aramis pointed out, the GM gathers a huge pile of Threat).
That’s not the way it works in the post Klingon system - you’re mixing two different mechanics.
Reputation is based on assessing your actions - and always has been. (And in my experience, it’s over-complicated and over-powered.)
Character progression is based on your log entries recording your use of values - basically you log your own character development.
To be fair, that is pretty much what Sisko and friends did in hand-to-hand with the Klingon boarding parties on DS9 (S4E1: The Way of the Warrior).
Are you talking about the 1E quickstart? Or is there a 2E released somewhere?
2e quickstart is available on the Modiphius site and DriveThruRPG
Howdy! It’s been a hot minute since the last time I was here, but the 2E Quickstart was very exciting and I’m back in it.
Something I’m very intrigued by is the potential mechanical impact of Pastimes. Are they just extra Focuses, tied into progression, or something else? Looking forward to the 2E CRB.
"The severity of an attack is set directly by the weapon involved - 2 for an unarmed strike, 4 for a phaser or disruptor - plus any relevant qualities. This is not affected by your Security rating, only the Momentum that can be spent to increase the damage.
One thing I would note is that any successful hit causes either an injury or stress, even if the target is wearing armour. Without the stress/avoid injury element, McCoy could theoretically deck a Klingon with a single punch."
-Funny thing about that, Assuming The Klingon is Wearing Protection 2 Body Armor (which I’d automatically assume a Self-Respecting Klingon Would be), and isn’t actively Opposing said punch, which again, I see no reason they wouldn’t… MCcoy would have to not only get more successes than a Klingon who generally is of a race that specializes in Hand to hand combat. But he’d also have to have a lot of momentum on top of that. It’s possible, yes…
But most likely what I would see happening, is MCoy goes to punch said Klingon, throwing all of his Momentum, let’s say he has 2, into the hit, making it a “Stun 4” attack, The Klingon would definitely oppose it. If he loses the Oppose Check, it becomes a “Stun 2” attack due to the Body armor, and the Klingon Goes down as advertised. But then afterwards would just get up, come at MCcoy who has NO momentum left and no body armor, dumps his Threat into the attack, and with one punch, MCcoy is already fighting back at a +1 to difficulty, which the Klingon could oppose again.
In short, If the Klingon Opposes the First punch and succeeds, they both go down. If he fails, he then would get back up and systematically beat the Doc into a pulp. So definitely an interesting situation to say the least. That and If the Klingon is a notable or ‘named’ NPC and therefore has a threat pool instead of Stress pool like a PC, there’s a good chance he could take MCoy’s punch even if he didn’t oppose it by soaking with threat, then beat him senseless.
Either way, bad day for the Doc… better to just Phaser him and be done with it.
Before I start, I hadn’t spotted that NPCs don’t get stress but use “personal threat” instead. (I don’t like this - differing rules for PCs and NPCs leads to confusion for the GM and lots of arguments in my experience. And now the GM has extra fate currency to track!)
Ok so the point I was making had nothing to do with relative chances of hitting, it was to do with damage. Threat vs stress work the same in this context.
I said “any successful hit” - i.e. the Klingon has lost the contest, and McCoy has hit. He does a 2 severity hit, reduced to 1 by the Klingon’s armour (“When you suffer an Injury, the severity is reduced by an amount equal to your Protection, to a minimum of 1”. The Klingon WILL take 1 personal threat or an injury.
If the Klingon is a Minor NPC, he doesn’t get the choice to avoid an injury - so he is injured and defeated immediately. So “afterwards would just get up” - that is not happening!
What do you mean by “Opposing” in this context? You seem to be implying it allows them to “soak” damage, but the only way to do that is via the avoid injury mechanic. If you oppose a melee attack, all you get to do is move away or “counterattack” (which now costs Momentum/Threat), which dictates who gets to damage who, not damage received.
I actually don’t see how your example works according to the QS:
- McCoy punches Klingon, Klingon defends
- Assuming McCoy wins the contest (unlikely but that was my example) - he does 2 Severity, +2 for 4 Momentum to 4 Severity. (He’s not going to spend the momentum until he’■■■■■.)
- Klingon takes 2 from the Severity for body armour (note that this is actually 1 protection in the QS), and pays either 2 threat (if he has it, to avoid an injury) or takes an injury.
- I would note that under no circumstance does the Klingon “go down” and get up again. If he goes down (due to taking an injury), he’s defeated!
I don’t know if anyone else has said this, but I feel Modiphius has lost an oppertuity to call this Star Trek Adventures: The Next Edition
The Second Generation?
Then overall you could call it Generations.
The AMAs could be called Discovery.
I’ll show myself out.
Just found another subtle change - determination makes an existing dice automatically roll a 1, rather than adding a dice with a 1…
Sounds like Momentum will effectively be a scarcer resource then - more demand for it.
Well, given that Modiphius sells 5 dice in a pack for Dune, I might finally get my “full sets” of dice that I wanted for years.
For the starter set, I truly hope for decent Determination tokens.
Or to be able to buy them separately.