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Post by Oliver R Shead on Nov 29, 2015 1:19:19 GMT
Hey everyone! Well in case you missed the announcement on the website and Facebook, I'm putting it up here! There have been some big changes in the game. Check out my full article on it here. In essence, the rules are being tidied up! The Attributes have been thinned down so that they are ALL very useful (who ever made a Beauty check before anyway?!). With the Spiritual Attributes they seemed a little too "much" and so I found that Resolve and Luck were being used but not Courage. The end result with having so many you could spend was that it wasn't a hard choice to spend them - because there was always more. Thus, the cull! I hope you like the changes. I'd love to know your feedback too! Heck, that's what's helped to make these changes in the first place.
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Post by kittykim13 on Nov 29, 2015 14:38:30 GMT
The Character sheet has a few bugs, when trying to fill it in.... keeps filling in other parts that arnt supposed to be connected... or is it just my download, and use of adobe acrobat.... When I try to fill in weapons they both fill in the same and I cant change one but not the other.... and equipment appears in the contact allies and secrets boxes too..... I like the fact I can fill it in on the computer and them print it if needed, but this means I'll have to print it then write it out... ;-( unless it gets fixed xx I am just lazy thats all...xx
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nails
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Post by nails on Dec 2, 2015 17:47:49 GMT
We are going through readjusting the characters as per the new character sheets and noticed also some bits in the skills.
Domestic is back, is this on purpose? Also streetwise, presence, seduction have disappeared welcoming the arrival of intimidation.
I take it these were meant to be gone too?
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Post by Oliver R Shead on Dec 5, 2015 6:21:01 GMT
Hi Kim and Nails, Thanks for letting me know about that oddity with the character sheets! I've fixed that now, and made it so that the form is totally able to be filled out by hand. I've removed the auto-calculation on the Health Boxes and Total Health, as I was finding that my players didn't like having to cross that out when the game started. Let me know if you'd prefer a version with the auto-calculation in and I can upload that for you. Here's the link to the new character sheet: immersion-rpg.com/immersion/wp-content/uploads/2015/12/Infected-Character-Sheet-Dec-15.pdfLet me know if it does the trick! nails, yes those changes were intentional. I decided to make Presence an Attribute, as it seemed more descriptive than Charisma, and gave more of a distinction between Charisma and Tact. This way, you could have a brooding character with a high Presence, who was scary and filled the room and made everyone take notice, without needing them to also be charming. Seduction was taken out a while ago actually, as we found that Diplomacy worked for that just as well. Streetwise is now absorbed into Rogue, with the Rogue skill now encompassing knowledge of criminal or security-breaking activities, like cracking safes or hotwiring cars, or disarming an alarm (or a booby trap), while also allowing them the skill with the streets, knowledge of dealers and so on, which Streetwise allowed. Domestic I put back in after being asked by a number of players for it to go back in. Go figure! But it does help with such things as running your finances if you've got a business, so I do find it gets use. The idea is to make all skills and attributes really useful, to take out any dross, to combine them where necessary, and generally streamline it. I found that no players ever used Rogue, few used Seduction, none used Beauty, few used Wisdom or Constitution as an active Attribute, and Courage was barely used compared with Resolve and Luck. So we brought back in Intimidation and Command, which were both a part of the previous Skill, Presence. Command we're also using for logistical abilities, like organising an army, etc. But I certainly welcome any feedback you've got in changing over! If there's ways we can tweak it to improve it, I'm all ears
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nails
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Post by nails on Dec 5, 2015 23:54:27 GMT
One what I would say major thing we noticed when readjusting the PC stats to fit in. Was to do with the new increasing HP.
Firstly the quick rules contradicts it's self saying your allowed to aquire up to half your total and later and example says he has his total and that's and again.
Also the exp values we felt were extremely cheap and were one most players would go for. So instead we changed the value to the same as the attributes cost.
Thoughts?
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Post by Oliver R Shead on Dec 17, 2015 9:47:25 GMT
Hi Nails,
Well I missed this one here, but we had a chat about it on FB! I'm still curious to see how you found it.
You're right, the Quick Start Rules did contradict themselves. I think that's fixed now (checking it over). That's because I've changed it a couple of times. You've got to hate changing a rule! The old one tends to stick around.
That's not a bad idea with the Exp. Though I also have the view that combats can be very, very lethal, so having 16 Health doesn't mean you're immortal. You'll just take a couple more bullets before going down, or be slightly less crippled.
After the game you just had, with you two pcs on negative, what do you feel about the level of HP? It's a great test. They took on a LOT of opponents, who were very well armed, so it stands to reason that they'd get pumped with lead. But at the same time, it's not so fun to die easily. You want to be able to survive at least a bit of a slamming (from the sounds of it they copped a very, very large slamming however... haha!).
Anyway, curious to hear your thoughts!
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Post by Garage on Dec 17, 2015 13:07:58 GMT
we didnt die easily....... we killed 10 of 12....
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nails
New Member
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Post by nails on Dec 19, 2015 17:56:59 GMT
We allowed the PCs to purchase up to the same value of their current max HP. We changed the cost so it was the same as the attributes. Our reasoning was that this could be viewed as the PC becoming more tough and grizzled over time making it harder for them to be put down, and they would not be able to get that 'good' over a short period of time. All groups play different, some like to put lots of combat, other lots of role playing opportunities, others even have the narrator do open roles to make it more tense.
The EXP i was giving out followed the recommended guide lines of on average 12xp and depending how well they did and what they accomplished it was changed accordingly.
To compare the difference between the current method and our adjusted version here is an example:
Bob has HP:9
Bob has played 10 sessions which has by chance equated to 10 days passed in the game world. His EXP gained =12xp x 10 = 120xp
the player would like to max out Bob's HP as quickly as possible.
EXAMPLE 1: Current method
Extra Health costs Exp equal to half the new Level(rounded up). The maximum Extra Health that can be purchased is equal to the character’s Base Health.
cost to purchase new Hp is as follows: hp(new value)=cost= cumulative cost 10=5 =5 11=6 =11 12=6 =17 13=7 =24 14=7 =31 15=8 =39 16=8 =47 17=9 =56 18=9 =65
The total cost = 65xp
with Bob's 120xp he can easily purchase the 9 extra Hp
EXAMPLE 2: Our Adjusted version
Extra Health costs Exp equal to the new attribute costs. The maximum Extra Health that can be purchased is equal to the character’s Base Health
cost to purchase new Hp is as follows: hp(new total value)=cost =cumulative cost 10=4 =4 11=8 =12 12=12 =24 13=16 =40 14=20 =60 15=24 =84 16=28 =112 17=32 =144 18=36 =180
total cost = 180xp
with Bob's 120xp he can purchase 7 extra hp
granted the costs are a lot steeper but to me it is effectively an attribute score (of a fashion) so the cost should be more. Yes it is a brutal world but only the tough and adaptable survive. so the PC's should choose their combats wisely, even though sometime the choice is out of their hands they must decide the best course of action to survive.
In reference to my game i have been running the PCs were brought into negative HP due to taking on 12 people armed with assault rifles, when there was just them and 2 NPCs. They could have been smarter about it finding a diplomatic way out. their +3 stat for their armour helped with the absorption reducing the damage but this was also the same for the enemy who had the same. I used open rolls as well to ramp up the tension.
What are other people opinions on the two different methods?
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Post by vonpenguin on Dec 22, 2015 18:04:41 GMT
Just wondering when those of us that have the make an advantage/disadvantage will be contacted for that?
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Post by Oliver R Shead on Dec 23, 2015 11:28:43 GMT
Hey vonpenguin, hmm I thought I had contacted everyone about that! Did I miss you? I must sincerely apologise if so! I'll really need all those in by mid January. You could shoot me your ideas at oliver@immersion-rpg.com Cheers mate!
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Post by vonpenguin on Dec 23, 2015 12:38:24 GMT
You must have, though mine was an after the kickstarter add-on so that might be why. I'll send an e-mail on Monday so as to not distract you during the holidays.
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