![]() The random system generator is fine and all, but I'd suggest "type of system" "planetary bodies" and "who did what to this place during the war" for that nice mashup feel. There are S tier weapons (the above mentioned toxic spores) that are Must Haves if you want to really be awesome at space combat, and again, if enemies have can turn a light battle into TPK real quick. Missiles, except dumb fire, seem to be of highly limited effect since they have maximum speeds of 2-4 and ships can easily get to speed 6 trivially. Mispatcha went from "there's an anti-city/anti-orbital monster ensuring the place is Darkest Jungle & unsettled" to "there are three gigantic space stations, and multiple city-sized colonies on the planet" and there's good information about Var, and Cerberous, but nothing bout the kittie's homeworld.Ĭargo & endurance are incredibly limited, so much so that it would be nearly impossible to reach most of the haven sector map w/out running out of supplies on the way there as travel is written in the 1st ed corebook, or at least the printing I have. The main challenge has been worldbuilding, and how sourcebooks change. Regular villains, otoh, are super easy to pop unless they too hide in cover and/or take all the "Immune to critical hits" items/abilities to prevent players from just pincushioning them. It really feels like weapons are either "why bother" or "The Win" with very little in between, especially with the costs. If the melt armor doens't pop, the 15-18 endurance you're stripping off per shot will take care of it. by 11 resources you can have 8-9 bodies w/defense 18 armor 3 throwing around 10d6 of crit 4 action w/melt armor. The -2 can take a bite out, but you need to have cover to even have a chance of not getting hit. In return they're sucking 6d6 every turn. Your players had best have low quality grenades or they're all crit fishing to kill a single minion. It's relatively easy to accidentally build a TPK minion squad - see the Resource 1-5 Draz animals & addicts in the core book: Armor 4, crit 3, defense 16, come in packs of 3. Being able to ignore jamming means you can use all the variants & mods that are balanced by low RoF (which is King for those sweet, sweet, critical hit strong hits) and jamming go away. Henchmen are ridiculously powerful glass cannons. Influence seems like it should be dots from source, with the total not being more than your current max, but in practice it's a single pool. Many people are building around the A to S tier traits that win combats, such as Melt Armor, or the S tier social traits like Eye Candy or all the ones that give influence/resources cap boosts. There doesn't seem to be enough strong hit options for most builds. There are even number of planets on the chart - which makes sense, with 20th (not even 21st) century technology you can figure out the number of orbital bodies, but little information. ![]() The setting is kinda wonky, there's a map of the Haven sector but only three systems (Haven, Var, Cerberus) are named despite the Remnant's world being.somewhere there. It can take a fair bit to figure out how that works. Traits are clearly designed to mesh with skills based on the skill the trait is in. Healing is a merciless drain on spare time points, so armor & mass damage are King. Higher level fights can suffer from the D&D 4e problem of being a slog - we know who's going to win, but it takes another 3-4 rounds to get there. My feedback (I'll do a whip round for other player's feedback as well) - RoF is king, Crit & Pen are next, entrenched cover is what you're always going for. I've been running the game and I have read the proposed 2E from the discord, so note that a number of these are already addressed, but. Trimmed down from 4 to 3, much more space for notes and white space, etc. The easiest way to see this IMO is to look over the character sheets. FE2 rules are both deeper and simpler IMO, as they are closer to that ever-elusive Holy Grail state I feel like FE2 is already 100% better in this department than FE1 lots of the mechanical fat has been cut, rules are tighter, simpler and easier to navigate… all without sacrificing depth. The holy grail of game design is to strike a perfect balance that maximises both accessibility and depth.įragged generally prioritizes depth (in both lore and rules) over accessibility, but I don’t want to sacrifice accessibility in my pursuit of depth. A game that does either of these will often end up bad (especially the later). The easiest way to obtain accessibility is reduce complexity, and the easiest way to obtain depth is to increase complexity. When creating a game, designers want to maximize two 2 particular threads: accessibility and depth. Rule accessibility was a massive issue in FE1 IMO, and is something that will be MUCH better in FE2.
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