Questions on 2nd Edition final

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Questions on 2nd Edition final

Postby Red-24 » Mon Nov 19, 2012 5:32 am

So now that my weekend of gaming Traveller and ACTA:Star Fleet is done, I can finally dig into the production version of S&S. On page 7 and I already have questions.

Page 7
Column 2 of the Ability Modifiers Table goes from negative numbers to 0, then back to negative numbers. I assume the low scores 3 to 8 are supposed to be positive numbers. Is that correct?

Strength
"Muscle Check: When a character must force open a door, strain to lift something, or some similar action, modifiers from column 1 are used, ignoring any numbers in parentheses. This roll is successful on a roll of 1-2 on 1d6, before considering modifiers."

Ok, this says Modifiers from Column 1 are used. So, do you roll 1d6 and try to get 1-2 (before considering modifiers)? If so, how do you use the modifiers? If you are modifying the 1d6 roll, then low strength characters have a better chance of rolling a 1-2. Basically, tell me what the rule is supposed to be.

Dexterity Defense modifier: Basically just checking that Column 2 is suppose to go from +3 to -4. Otherwise both high and low Dex characters have the same effects.
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Re: Questions on 2nd Edition final

Postby RAD Colin » Mon Nov 19, 2012 3:54 pm

These are my takes on it, not official ones, but I'd be surprised if they were wrong.

Red-24 wrote:Page 7
Column 2 of the Ability Modifiers Table goes from negative numbers to 0, then back to negative numbers. I assume the low scores 3 to 8 are supposed to be positive numbers. Is that correct?


Yes.

Red-24 wrote:Strength
"Muscle Check: When a character must force open a door, strain to lift something, or some similar action, modifiers from column 1 are used, ignoring any numbers in parentheses. This roll is successful on a roll of 1-2 on 1d6, before considering modifiers."

Ok, this says Modifiers from Column 1 are used. So, do you roll 1d6 and try to get 1-2 (before considering modifiers)? If so, how do you use the modifiers? If you are modifying the 1d6 roll, then low strength characters have a better chance of rolling a 1-2. Basically, tell me what the rule is supposed to be.


You're modifying the chance, not the roll itself. So, you start with a 1-2 chance, but if you've got Strength 16 (+2 modifier) that chance becomes 1-4 in 6. Yes, that means that Strength 19-20 characters (mod +4) are such hulking mountains of muscle that they never fail the roll except in unusual circumstances.

Red-24 wrote:Dexterity Defense modifier: Basically just checking that Column 2 is suppose to go from +3 to -4. Otherwise both high and low Dex characters have the same effects.


See above.
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Re: Questions on 2nd Edition final

Postby Red-24 » Wed Nov 21, 2012 6:50 am

Ok. My next question is about Psionic Combat. The rules state:
The base PSI combat skill is equal to the attacker's PSI ability.

It then goes on to show that you need to roll the number or higher. Yet all skills use the mechanic of rolling lower.

Even with it being odd and needing to roll higher, the rules then state:
Subtract the PSI of the victim from that of the attacker. If the result is positive, this is the skill bonus for the attacker. If the result is negative, this is the attack penalty

So here are some examples where A=Attacker's PSI, D=Defender's PSI, M=Modifiers, R=Roll needed:
A=12 D=12 M=0 R=12
A=12 D=11 M=+1 R=11
A=12 D=10 M=+2 R=10
A=12 D=6 M=+6 R=6

A=12 D=13 M=-1 R=13
A=12 D=14 M=-2 R=14
A=12 D=15 M=-3 R=15
A=12 D=19 M=-7 R=19

Effectively, the rule becomes "Ignore your own Psionic Ability. Just roll higher than your opponents ability.

Is this a misprint? Or is this what is intended?
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Re: Questions on 2nd Edition final

Postby Goblinoid Games » Wed Nov 21, 2012 12:11 pm

Colin has it right for the first set of questions.

You've discovered some errata that happened because initially PSI combat was treated essentially as an opposed ability check, but later I made it fall in line with other skills where you need to roll your skill or lower.

So, you need to follow the instructions about PSI combat in the PSI section, and ignore the version in the Planetary Adventures section. I apparently didn't update that section.

Your chart would look like this because you roll your PSI score or lower, just like a skill:

A=12 D=12 M=0 R=12
A=12 D=11 M=+1 R=13
A=12 D=10 M=+2 R=14
A=12 D=6 M=+6 R=18

A=12 D=13 M=-1 R=11
A=12 D=14 M=-2 R=10
A=12 D=15 M=-3 R=9
A=12 D=19 M=-7 R=5

I hope that helps, and sorry about the confusion.
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Re: Questions on 2nd Edition final

Postby Goblinoid Games » Wed Nov 21, 2012 12:37 pm

Just one other clarification. The description of how PSI combat works on page 26 is correct, it's the example that is wrong.
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Re: Questions on 2nd Edition final

Postby Red-24 » Wed Nov 21, 2012 3:42 pm

Thanks. Somehow I missed reading Psionic Combat in the Psionics section. Doh!
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Re: Questions on 2nd Edition final

Postby Goblinoid Games » Wed Nov 21, 2012 3:49 pm

No worries, sorry about the confusion.
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Re: Questions on 2nd Edition final

Postby Red-24 » Wed Nov 21, 2012 3:51 pm

In other news, I'm prepping for a Starships and Spacemen session for the Vancouver Island Gaming Guild (VIGG) game day in December. I already have 4 very excited players signed up.

That's why I'm reading the rules end-to-end, so I'm sure I'll come up with more questions.
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Re: Questions on 2nd Edition final

Postby Goblinoid Games » Wed Nov 21, 2012 3:55 pm

Very cool, please post a play report!
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