401 lines
37 KiB
Plaintext
401 lines
37 KiB
Plaintext
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Episode: 2892
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Title: HPR2892: Stardrifter RPG Playtest Part 02
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2892/hpr2892.mp3
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Transcribed: 2025-10-24 12:51:41
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---
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This is HBR episode 2008-192 entitled, Tardrifter RPG playtest Part 02, and in part of the series,
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tabletop gaming, it is hosted by Lost in Bronx, and in about 37 minutes long, and carry
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an explicit flag. The summer is Lost in Bronx, and friends playtest are new,
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original RPG system. Today's show is licensed under a CC hero license.
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This episode of HBR is brought to you by Ananasthost.com. Get 15% discount on all shared
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hosting with the offer code HBR-15, that's HBR-15. Better web hosting that's Aniston Fair at Ananasthost.com.
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Hello, this is Lost in Bronx, otherwise
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known as David Collins Rivera. This is Part 2 of our playtest of the Star Drifter role-playing
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game. Now I was running it, and our players were Clat 2, Taj, Bren, and Brian. Last time we read
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through the rules, the entire episode basically, we discussed aspects of the rolling up process
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for the characters, saving throws were discussed whether they were likely to work or not.
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There are a lot of great suggestions, in fact, covering different aspects of the things that we
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talked about. This week, we continue reading through the rules, and you'll find that there are
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also some really great suggestions from these guys. Okay, skills. All skills start at certification
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grade 1 or cert 1, regardless of the characters level when they acquire it. The only exception to
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this is a character's prime skill, which starts at cert 2, when the character is rolled up.
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In addition to the initial class skills, each new character gets two cert points,
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which they are to expend on two additional skills that they're choosing. At first level,
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characters may not expend cert points on skills they already possess, nor may they expend their
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cert points to gain a new skill at cert 2. At level 1, only prime skills can start at cert 2. In
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other words, at first level, you acquire new skills, but you don't build any up.
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Every level gained after this, the character gets one or more new cert points, which they may use
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to increase the certification grade of skills already possessed, or to acquire new skills at
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cert 1. No more than one certification grade may be expended blah blah blah, it's the same deal.
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Okay, skills are a reflection of training and experience, but they are associated with attributes.
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Each skill has an attribute listed in parentheses. This is the base number to start with, while the
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skill certification grade reflects a bonus on top of that number. Okay, skill checks are rolled
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for with 1d20, equal to or less is a success situational modifiers may apply. So that is the same
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throughout. Pretty much you're always going to be rolling a 20 when you have to check something,
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any kind of check with your character as opposed to rolling percent dice for a weird chance of
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something happening or damage being done. A d20 is going to be your, you know, your go to die.
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And unlike dnd, lower is better. A natural 20 is not a success. It is a failure. So many skills
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require extensive knowledge to attempt. These are denoted by the carrot symbol that little V shaped
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at the, you know, on the keyboard upside down V shape, I should say. And they carry the highest
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non skilled penalties of all characters without proper certification and those skills may attempt
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to substitute another skill at a minus three penalty on their skill check die roll or if they have
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no other appropriate skill, they may attempt to wing it, rolling against the appropriate attribute
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at a minus eight penalty on their skill check die roll. Now that seems like a lot, but there might be
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other modifiers that are giving you a bonus at that time or maybe you can't do it at all. You know,
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if you don't know anything about computers and someone puts you in front of the computer and,
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you know, if you just sit there and say, Oh, this is unique. I know you next, you know, there's
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going to be a die roll there and there's going to be penalties. So in some cases, prerequisite skills
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or prerex are required before the character can take another skill in which they are interested
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starting or later characters may choose both a skill and its prerec at the same time. So if there
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is a skill you want, but it has a prerec, you get both of those, you have both skills. So,
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but you have to have the certain points, obviously. Typical modifiers for attempting to use even a
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regular skill that one doesn't possess range from minus two to minus six depending upon the circumstances.
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Now these are regular skills, not the the extra hard ones like with the character and the numbers
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obviously it's fluid. It all depends on the situation, you know, that there's a range of penalties
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and it will depend on a lot of things and at that moment and probably, you know, a good
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game master will negotiate this at the time. So with the players, although some things might be
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preset, this may be an addition to any standing situational modifiers. All right, so I have a long
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list of skills. I am not going to read them directly. I'm just going to list them off and
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I will list the attribute that they're associated with and when we get to that skill, please stop
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me if you have any comments or questions guys. Okay, first is bureaucracy. This is a carrot skill.
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We're going to call it a carrot, a carrot skill is one that's extra tough. Why? Because bureaucracy
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can be absolutely mystifying to someone who is outside of it. Absolutely, especially in this time
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period where the laws and forms and policies can be absolutely impenetrable. So that is associated
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with wisdom. Next is combat XXX strength or decks you pick one. So you get to pick either your
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strength or your decks per skill and decide whether or not this is this is associated. Now I think
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this is probably another good place to put down more explicit instructions telling people what to
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write down on their character sheet. This is, you know, I can see exactly what you're talking about
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there. So there I have a very limited subset of weapon skills to have bludgeon bladed pistol rifle
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hand-to-hand strategy and tactics and a carrot skill, which is special and that would be something
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like heavy weapons or ship defense, things like that. And obviously in the future, this will be a
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much more expanded list. But for now, this is what we've got. Next is computers that's based on
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intelligence. There are sub-skills. Now I didn't write this out. That should have been computers,
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you know, computers XXX, but computers on its own is a skill. So that's why I had it separate.
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I don't know if that's clear. It's probably not clear, but a sub-skill of computers is artificial
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intelligence. That's a carrot skill that's based on intelligence and cybernetics systems that has a
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prerequisite in both computers and medical. So both these sub-skills both have prerex.
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Artificial intelligence has computers and cybernetics has computers and medical and biology.
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That's probably the hardest single one to get right off the bat in this game, starting off again
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to create cybernetics systems or cybernetics. And by cybernetics, I mean, bionics, human
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machine interfaces. Next is a carrot skill engineering XXX. Now engineering is based on intelligence
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or wisdom. You get to pick one, whichever one's highest for you. And the sub-skills on this are
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life support main drive, which is the main thruster drive of a spaceship star jump ship or station
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systems that's life support and gravity and all this other stuff ship defense systems. That's
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the guns and the missile systems and all the power that goes through them and all the sub-systems
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and the computer types of monitoring and sensor systems that would be hooked into those.
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And finally, general repair. And general repair is a prerequisite for all of the others. If you,
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you know, I haven't listed them all, but if you want to have any of those other engineering,
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you have to have general repair to begin with. And that just is a reflection of you've been taught
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how to use the tools and how to read the schematics and, you know, how to open up a, you know,
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a power line without killing yourself. That's sort of thing. Okay, the next skill is exosuit.
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And that is based on strength. Now that could have been based on almost anything,
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constitution or whatever, but I went with strength. That one's up in the air and I don't know that
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it matters that much, but a subskill of that is power dharma. And that would just be what it
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sounds like. Kind of that Iron Man thing going on. And the next skill is lying. That's based on
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your charisma. The next is medical and that's based on your wisdom and medical. I have much
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about how medical works and how healing works written right here. And I won't go into that just
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yet. But that's a major and important skill in this universe. Well, in every game really.
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Next is a carrot skill piloting xxx and there are subskills. So we have space boats, star jump,
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air vehicles, water vehicles, and ground vehicles. An important note here,
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based on the way I have set up these rules, that if you say you needed star jump,
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but you only have, say, water vehicles piloting water vehicle boats, right? You still have the
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ability to operate a starship through jump space, assuming that there aren't any major problems
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going on. The concept here is that the way control surfaces are laid out. Everything is
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computerized in this future. And the way the control surfaces and the readouts are laid out,
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being actually trained in one thing gives you a basic understanding so that you sit in front
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of the control surface for a spaceship. And you at least can read what the displays are saying.
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You know, my speed forward should be this display right here. And some way to break or some way
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to measure how I'm going to stop or slow down should be this control over here. That's the concept
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behind it. Very general and not realistic. I realized, but this allows you to actually cross use
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some of these skills provided you aren't in some sort of stressful situation. Being shot at,
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being chased, that sort of thing. That's a question that I have for you guys. I would like your
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feedback on that concept. Now I'm picking piloting, but of course, that cross use applies to all
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the skills, but piloting is the one where I think it's going to stand out. And I'll give you a
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heads up. It'll, it may be an important factor in this play test adventure as well. What are
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you guys feeling about that? The ability to have this sort of cross use of the subskills?
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I don't think I would have a thought until we play tested it. I have no idea what the
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fact that will actually have. I like the concept, but maybe I don't like the concept.
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Anything else? I think that probably would help. Again, you can't really tell it gets
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put into practice, but say you need to operate the start jump. Nothing's there. Is that when you're
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seeing this, you can close to two. That's the minus two penalty. It's the only. Yeah,
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that's right. Go ahead. I was going to say I had one question. So is this one of those skills
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that you need to have piloting one? And then the next time you pick up start jump or air vehicles,
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or it's a correct shot. It is. So if you're piloting, it is a subskill.
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XXX is a placeholder for one of the subskills. There are a couple of skills like computers that you
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can just take computers, but there are also subskills. But piloting, it will always be piloting
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colon space boats or star jump or air vehicles or something like that. It won't just be generalized
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piloting because I think that is too generalized. That's kind of my view on it. But that's I,
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you know, do you think that's wrong? Do you think that works or? No, it works. I just think that
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was just not understanding it kind of thumbnail style, but okay. Taj, no, no general opinion on that
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or. Yeah, I kind of agree with what Claudio was saying. Okay, it seems like a good idea. It would
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probably take a lot of gaming to see if this is a rule like simply isn't working or is working
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or is too good or too, you know, needs tweaking. That sort of thing. We won't necessarily get enough
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feedback from one play test to understand that. But maybe we will. Maybe we will. That would be good.
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Okay, the next skill is science XXX. That's based on intelligence. And I have biology, genetics,
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physics, astronomy, chemistry, terraforming. And you'll notice I don't have any description of any
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of that because, I don't know, it's a lot to write down. And again, those are all subskills. And
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you can swap one for the other with a with a minus two or whatever. The next is social engineering.
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And that's based on charisma. And I will read the description on this. It's not what you know,
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it's who you know and how you play them. The idea here is just your ability to, you know,
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you know, people and you know what they know and they maybe can do favors for you. That sort of
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thing. And it is distinct from lying because you aren't necessarily lying to people. You're just
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trying to finesse the situation. So I was thinking and here's something I was thinking of making
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social engineering based on lying or lying based on social engineering as a prerequisite. But I thought
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nah, I don't, I don't think that one necessarily follows the other. But if you have a different
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of opinion on that, that's I would like to hear it. Otherwise, next is stealthiness moving quietly
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and unseen or hiding in plain sight. It cannot be performed in an exosuit or powered armor. And
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there's probably other plenty of other situations where it's impractical or can't work. But that's kind
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of a combination of the old D&D moving silently and hiding in shadows and everything. All of the whole
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concept of that sort of ninja quality to a person falls into that skill of stealthiness.
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Okay, next is survival XXX. That means there's subskills and those are nature out in the woods
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or in the desert or whatever. Urban living in a city. That also includes living homeless being
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essentially being homeless on large space stations or large ships because it's effectively a very
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similar sort of situation, except you don't have to worry about the the elements most of the time. So
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it's not exactly necessarily a direct parallel. But if you have survival urban then surviving
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on a space station without actually having a home probably isn't much problem for you.
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Survival XXX is also survival vacuum. That's one of the subskills and that is a carrot skill
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that is surviving vacuum conditions in open space or upon a planetary body. And that does not mean
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just wearing a spacesuit. Survival vacuum means surviving in that environment for an extended
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period of time. Learning how to find air when there may be it may be it's a vacuum wrapped
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planetoid. How do you produce air? How do you do this? You know, do you have the right equipment? Well,
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if you have this skill, you would have the right equipment and the skills to use to you know,
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break down the soil into its basic elements and get oxygen out of that. That's sort of thing.
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So it can be a very important skill if you're spending a lot of time rock hopping.
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And then survival, hostile environment and that is also a carrot skill and that includes
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not just vacuum, but assuming you have a suit that can take it for a while,
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surviving on the surface of Venus or surviving in and around volcanoes or terrible storms or
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all sorts of terrible, terrible environments like that situation where the atmosphere is semi-liquid
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and caustic and all that sort of stuff. So that's a separate skill and it does have prerequisites
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and it's a difficult one to get. Okay, and I think that's it. Is that the last of the skills?
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Yeah, it looks like it. Okay, any questions about the skills? Is there a skill there you guys
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wish you had seen right off the bat and did not? There doesn't seem to be anything that I
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that I was seeing for like sort of traditional roguish activities or thief activities.
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You know, like that falls under general repair. It also depends on what you're trying to do.
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Like say you're trying to, well like breaking a lock is essentially you're you're beating a
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computer or some sort of, you know, small subsystem of a interlinked system. And if it is
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truly mechanical, that absolutely falls under engineering. So, but maybe that could be more
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explicit. Maybe we could have something that covers theaving skills because just because you are
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skilled with general repair or some of these other things doesn't mean you know how to apply it
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breaking and entering. So I'll make a note of that. So the other one I'm probably just hitting all
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the obvious ones here, but the other one is kind of like a knowledge-based character. Like
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there doesn't seem to be any academic skills. I mean, there is the science stuff. So if you're
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trying to like search your brain for knowledge about, you know, an alien species, you could rely on
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that and I didn't really see anything for that. A generalist or maybe, but more like,
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like if you come across something that no one else on your in your party knows what it is,
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like just to identify what that thing is, like how what kind of check would you do to try to
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identify, like is this a black hole? Is it a nebula? Like how do we even know? Like what's the
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where's the knowledge-based academic skill? The differences between a black hole or a nebula
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be under astronomy or astrophysics or something like that. But if they're for things like
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general knowledge about like culture, that probably science might be the wrong
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might be a better term and then I would just add to the academic skills. And just because you
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have a cert and it doesn't mean you're professor or a teacher or anything like that, it just means
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you have knowledge in that field. Yeah, yeah, or whatever, whatever it have to be. So yeah,
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we took correspondence. I have one suggestion and it kind of relates back to what you were talking
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about earlier. I would combine social engineering and lying because they're mechanically the same
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thing. Like they're both charisma. So if you're getting one, like you can do social engineering,
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like I would call it social engineering, but make make the description say that that's probably lying.
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And I would add like a thief skill, but in base it out of the text because that's usually what it is.
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And I see that also kind of having kind of linking up with a bureaucracy there. But in my mind,
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you could have a good lying skill, but no social engineering skills, and in which case your
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lies just, though they might be very good, not or just won't work. All right.
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I do actually see social engineering and lying as distinct, but possibly related. That's
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why I asked the question before. But I've known people that have never, I mean, they're as honest as
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the day is long, and yet they're able to pick up the phone and call people, get things done,
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they know this person, they know that person, they make deals with people, and yet they're completely
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honest. They don't lie to anybody. I've seen that in action. I think we all have at different times.
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Whereas I know people that can get the same thing done by lying to everybody, but you know,
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we all know where that can lead or maybe not if they don't get caught. And yes, they are both based
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on charisma, but if they're separate skills, you can advance in one better than in the other,
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simply by adding certain points to it as you go along. But once again, you mentioned thief skills.
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So if if I had a separate thief skill or even a thief class of some sort, would you say lying
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more properly belongs either in that skill or in that class? Well, when I rolled up a character
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just to kind of play just to fill it out, I kind of went into it thinking I looked at my roles
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and I was like, okay, I wanted you kind of a rogue. Like that's what I wanted to do. And I just
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social engineering. And then I felt like I needed to pick up lying like as a secondary skill.
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But then I picked up stealthiness to kind of because I was figuring, well, with between lying and
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stealthiness, I can probably thief things if I want to like seem like I could combine skills to
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get what I needed. But there wasn't just like a singular thing to be like, oh, swipe this from
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somebody. No, I probably you're right. There could be skills like pick pocketing that sounds like
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something that, you know, would be a distinct skill. But maybe that's too specific. Maybe we do
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we do want to generalize thief skill, you know, being a thief. Thievery, we'll call it a Thievery
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skill, which would include things like breaking and entering or specifically include things like
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breaking and entering and pick pocketing and maybe even some con artistry, you know, possibly.
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Although I again, where does lying, you know, if you're if you're having a separate lying skill,
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should we have a separate lying skill if we have thief skills or if Thievery is a skill,
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should it have prerequisites or maybe Thievery XXX. So you can specialize and be a con artist,
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you could be a pick pocket, you could be, you know, a burglar, you could be a safe cracker. That's
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sort of thing. Does that make more sense? In which case, most of those would have prerequisites
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based on the other skills? So question, are we talking about adding another class or adding
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skills so that we could customize to become a rogue type character? I think adding a skill right now.
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Yeah, I don't think adding a class because be perfectly frank, I wanted to dispense with classes
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entirely, but because I base this on dungeon raiders that does come with classes and I just ran with
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that, but I do have another version of these rules or of the Star Drifter game that I started years
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ago and there are no character classes in that at all. It's all skill-based. So if you want to be a
|
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|
|
thief, you just pick the skills that you feel is appropriate and you self-identify as a thief,
|
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|
the same with pilot, the same with athlete, the same with, you know, soldier, that sort of thing.
|
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|
|
And I was hoping to go more in that direction. That's more traveler-like. Traveller is based like that.
|
||
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|
You know, that's that's the sort of game that that is based on skills as opposed to a necessarily
|
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|
|
character classes, but at least it used to be. I don't know what it's like these days.
|
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|
|
And that was kind of the direction I was hoping to go in. The one advantage of skills or I'm sorry
|
||
|
|
of classes that I wanted to take advantage is that if you took this class, you come with some
|
||
|
|
prepackaged skills, some basic skills that you've gotten simply because you have lived this life
|
||
|
|
before the game started. But from a thief standpoint, it sounds to me, I mean, does that sound
|
||
|
|
like a good idea of a thievery XXX with subskills or is that sound too complicated or too
|
||
|
|
watered down or? I was thinking along the lines of I like the skill-based approach rather than the
|
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|
|
character class approach because you have so much customization. If you have the skills there,
|
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|
|
that you can build what you like. So that's the direction I was coming from. Yeah, I mean,
|
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|
|
that's exactly my point of view as well. Taj, how do you feel? Yeah, I think the skill is the way
|
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|
|
to go with it. And in my opinion, I think you could just make one skill and maybe as you're defining
|
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|
|
that skill, just sort of like list, like, that might be a good thing to do with all the skills.
|
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|
|
It's just make like a little short list of like, these are circumstances where this skill might
|
||
|
|
be applicable. But I don't think it needs to be a class at all. And I kind of agree that
|
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|
|
I felt like I was able to build the character I wanted with the classes were there that were there.
|
||
|
|
But I would make one change. And it's probably just to alleviate what I'm doing because I'm
|
||
|
|
coming into it and I'm seeing the terminology that I'm used to. And so my first thought was I want
|
||
|
|
to fit this class into this game or this sort of archetype in this game. I would get rid of the
|
||
|
|
word class. And I would just call them like backgrounds because a lot of it is based on like
|
||
|
|
your job or like where you're from. Like if you're a stationer, that's more of your background.
|
||
|
|
That's not really, you could be anything and be a stationer. You know, it's just sort of divorce
|
||
|
|
it from that connotation of being like one of the, you know, I guess typical classes that you
|
||
|
|
normally see. Okay, that's actually a really good, good idea. Regarding the whole,
|
||
|
|
Ivory idea. I'm not sure. I kind of like it a bit more obscure where you would need to combine
|
||
|
|
your, your skill. No, most basic Ivory is really nothing more than stealthiness. And if you were to
|
||
|
|
go to something like safe cracking, then you're adding some engineering into it there. And I kind of
|
||
|
|
like it a little more open-ended rather than see it seems like you could fit almost any situation
|
||
|
|
just by putting your line with your stealthiness or putting your social engineering with your
|
||
|
|
bureaucracy or whatever for that situation. Yeah, yeah, go ahead describe this situation that I
|
||
|
|
kind of anticipated is I was going to use stealthiness to try to do things to steal. And then if I got
|
||
|
|
caught, I would try to use social engineering or lying to get out of it. Well, that's exactly what
|
||
|
|
they're for. I mean, that that's exactly what it's for, you know, like in my case, like and just
|
||
|
|
to one more point on the distinction between social engineering and stealthiness, you try to,
|
||
|
|
you use your stealthiness to or social engineering and lying. Use your stealthiness to do to try
|
||
|
|
to steal something you get caught in social engineering. It's like, oh, do you know my cousin? I know
|
||
|
|
your cousin. He, you know, we went to school together and you tell this, you know, a great old
|
||
|
|
story about the cousin and try to make friends with that person, et cetera, et cetera, whereas in
|
||
|
|
lying, oh, well, I belong here and I don't have my ID on me right this moment, but blah, blah, blah,
|
||
|
|
blah. So you're actually telling a boldface lie as opposed to finessing a situation based on,
|
||
|
|
you know, who you know and what you know, that that's my distinction between the two. I,
|
||
|
|
I think Brian has hit on the point where that in my mind, even with this very limited subset of
|
||
|
|
skills in this play test in this early version of the game, I should say, you could do a thief.
|
||
|
|
You could be a thief based on just the skills I have, but you would have to pick them carefully
|
||
|
|
with that in mind. And I don't even know if you'll, you'll even have enough points to start with
|
||
|
|
to get everything you want, but you know, you can't have everything you want right off the bat.
|
||
|
|
So yeah, I'm going to do some more thinking about having a specific thief class, because if I
|
||
|
|
went in that direction, probably I wouldn't have a single thief, thevery, I said class, I'm sorry,
|
||
|
|
I meant skill, it gets complicated. I probably wouldn't have a single feverish skill. I would have
|
||
|
|
a list of sub skills with related prerequisites, but if you already have those prerequisites,
|
||
|
|
you wouldn't even really necessarily need those. How about this for an idea, rather than something
|
||
|
|
like that, have a chapter on how you might apply these different skills in different situations.
|
||
|
|
If you wanted to steal something, you know, I would have a list of skills that you could use to
|
||
|
|
steal something as opposed to, you know, perhaps you want to fix a star jump engine on the slide.
|
||
|
|
There's some guards in the way, and you're trying to steal the ship or try to get by the guards
|
||
|
|
or access a computer system, and I list the exact same skills. These skills can be applied to
|
||
|
|
all these different situations, so that if you want to be a thief, all the skills are there,
|
||
|
|
but you have to apply them the way a thief would apply those skills. A thief would apply
|
||
|
|
their mechanical skill and their electronic skill and their stealthiness, that sort of thing.
|
||
|
|
Does that sound like worthwhile, or is it better just to have a single skill for
|
||
|
|
Sievery? I don't know. It's these sorts of questions that extensive playtesting would hammer out,
|
||
|
|
I think. Well, and I think it ultimately depends on like I didn't feel when I was doing this character,
|
||
|
|
I didn't feel like I couldn't do it. I just felt like I had to be more creative, which in a certain
|
||
|
|
regard is kind of nice to not just like see everything you want, like the the huge list of path
|
||
|
|
finder skills and just pick everything that fits any situation. Like it is kind of interesting
|
||
|
|
to have to figure that out, so I'm not sure that I'm kind of arguing against myself now, which
|
||
|
|
whatever. I'm not sure that adding it is beneficial. It may be, it's just one of those things that
|
||
|
|
I think it's something that people are going to look for, so maybe explaining it somewhere would be
|
||
|
|
good idea. Yeah. See there, therein lies a problem, though, because then I'm making the assumption,
|
||
|
|
or even designing the game in such a way that only people who play the game the way I do
|
||
|
|
will really be able to play this game. And I'm not sure that's a good idea either.
|
||
|
|
I mean, I like the way I run a game, but you know, that's just me. And if it's not
|
||
|
|
something that everybody likes, then, or, but then again, you know, here's me talking, you know,
|
||
|
|
arguing against myself, then again, you can't have one game to please everybody. I haven't seen
|
||
|
|
that game yet. You know, they're always constantly trying to come up with a game that's going to
|
||
|
|
please everybody, but I have yet to find it. And I'm not sure I should be chasing that rainbow
|
||
|
|
myself. So, well, in every game kind of develops its own flavor. Anyways, I mean, it's very rare.
|
||
|
|
Like there are some systems where you can do anything. Like I would say Dungeons and Dragons,
|
||
|
|
you can kind of do anything. It doesn't have its own sort of flavor. But most smaller games do.
|
||
|
|
And you know, it's just playing it and figuring it out. Yeah. See, I do like the idea of having
|
||
|
|
the skills listed and then you have to figure out how to apply them. And if you want to do something,
|
||
|
|
you look at your sheet and see if you can do it. And if you can't, maybe someone else can.
|
||
|
|
You know, so I want to get into that that store room and steal that thing. Do I have the skills
|
||
|
|
to do it? You know, and so just because you say you're a thief, automatically do get skills for
|
||
|
|
that just because that's, you know, I have a, a thief skill. I don't know. I don't know. I think
|
||
|
|
I'm not certain. It's, it's something that's worth exploring, but we're probably rabbit
|
||
|
|
holding this right now. So we'll keep going. We'll keep going. If that's okay. Yeah, I would just say,
|
||
|
|
like, this is me going back to the books themselves. Like E. Jack doesn't start with everything.
|
||
|
|
Like he has to like work. And you hear him talk about in the stories like, oh, I'm working on
|
||
|
|
this and he gets certain everything. So that is kind of a cool mechanic to start with you with not
|
||
|
|
everything. You have to work your way up. I think that kind of reflects the narrative pretty well.
|
||
|
|
Going on that, riffing on that because that obviously that's where I'm coming from for the
|
||
|
|
entire game. That is one of the reasons why I'd like to dispense with character class entirely.
|
||
|
|
And the concept of changing it to background is an excellent one. That's a really, really good one.
|
||
|
|
I don't know. Something to think about. Absolutely something to think about.
|
||
|
|
Experience points and leveling up. Actually, this is something he did have a question about.
|
||
|
|
And I don't mind jumping back if we need to. But adventuring around the galaxy inevitably leads
|
||
|
|
our lens experience, which in turn leads to new character levels. Levels, Garner, HP,
|
||
|
|
stamina, certain points and improvements to saving throws. So everyone is in search of experience.
|
||
|
|
And just as an aside, this is also something I'd like to change in the future. I'd like to dispense
|
||
|
|
with character levels entirely and have everything depending upon your skills, because that's how it
|
||
|
|
isn't real life. But we won't go there. Experience is a met is measured in XP awarded to a party as
|
||
|
|
a whole and divided equally among its members at the end of an adventure, skirmish or game session
|
||
|
|
depending upon house rules. Fighting earns XP successfully completing a mission earns XP,
|
||
|
|
solving particular or especially difficult tasks earns XP, excellent group role-playing earns XP.
|
||
|
|
There are many ways to earn experience in Star Drifter. But regarding combat for each enemy defeated,
|
||
|
|
their original HP is multiplied by 50 and the result is awarded to the party as XP. For every 2000
|
||
|
|
XP that a character earns, they increase in level by one. That's the same for everybody. It's not
|
||
|
|
based on class. At each new level, the player rolls one D4 and adds the result to their characters HP
|
||
|
|
and then rolls another one D4 and adds this to their stamina. So from second level on, your
|
||
|
|
hit points in your stamina can start to different and may continue to be from that point on. So
|
||
|
|
and finally, x-mill characters gaining plus one to damage for every level after first. Now,
|
||
|
|
one of in an email, platoon mentioned to me that he didn't think that multiplying the enemy
|
||
|
|
original HP is multiplied by 50. He didn't think that was a good mechanic. He didn't think that
|
||
|
|
that or he quite he didn't he questioned it. He wondered if that was adequate. My counter
|
||
|
|
argument in this particular case was just that well, you're not going to be fighting dragons and
|
||
|
|
liches in this game. You know, you're fighting people and maybe robots and I'm not sure what else.
|
||
|
|
You know, those are going to be about the extent of your enemies in this game. And yeah,
|
||
|
|
they can take almost any form, but you're not going to be dealing with these giant monsters with
|
||
|
|
incredible hit points that the entire party is the gang up on by and large. There may be situations
|
||
|
|
where it happens, but it's going to be rare. At least that's my concept of this entire universe.
|
||
|
|
Any feedback on this? Any thoughts about this? Or is it just we got to see play and see?
|
||
|
|
I think as long as your adversarial characters aren't completely OP, as long as their
|
||
|
|
their hit points are staying low enough, that's okay. It's just I could see it and this is maybe
|
||
|
|
what Gladys kind of worried about is I could see that ballooning to where like you get in, you know,
|
||
|
|
a mid-range kind of combat thing. It's not like big boss level, not, you know, your typical little
|
||
|
|
little skirmish and everybody levels up in the middle. Just because, you know, that,
|
||
|
|
depending on what you get out of hand. This is a mechanic that's lifted directly from dungeon
|
||
|
|
Raiders. In dungeon Raiders, it's actually multiplied by 100. I think it is or maybe even 200. I can't
|
||
|
|
remember off the top of my head. It's greater than this. And I thought that was too much. I thought,
|
||
|
|
you know, you play three adventures and your characters are either at like five six seventh level
|
||
|
|
already. Because 2000 XP per level, it never scales up. You know, so to me, this entire thing
|
||
|
|
for experience points and leveling up, it's all completely malleable. I have no idea if this can
|
||
|
|
scale none. So in my mind, I just have to play it and see what we're getting. Yeah, I've never
|
||
|
|
played dungeon Raiders as anything other than a one shot. So I'm not sure. Me too. I mean,
|
||
|
|
well, I mean, I've, I've run it myself, but I've never played in a regular campaign. And I have
|
||
|
|
no idea if this scales. I mean, it's sort of, I mean, the original D&D, it had tons of little
|
||
|
|
things like this that really didn't scale at all. And people just fudged it or figured out ways
|
||
|
|
around it. I'm either willing to fudge this or scrap it entirely for something else. Again,
|
||
|
|
I wouldn't mind scrapping levels entirely. But if I'm doing that, then why have character classes
|
||
|
|
at all? So, you know, we'll just see, we'll just see. Because in my mind, if you get XP, you put
|
||
|
|
them into your, your skills. They don't go into a level. And, you know, rather than each level,
|
||
|
|
you get a certain number of certain points, each skill would cost a certain number of XP directly.
|
||
|
|
And there'd be no certain points involved. In my mind, that's a better evolution of this concept.
|
||
|
|
But I think that would require a complete revamping of the game. So, and if I get rid of character
|
||
|
|
classes, that will be essentially the last vestige of dungeon raiders in this game outside of the
|
||
|
|
attributes, which I may modify anyway. So we'll just move on if there's no other thoughts.
|
||
|
|
Next time, more rules plus the adventure begins. That's right. We actually get into the play test
|
||
|
|
itself. Now, I'm reading through the rules and understand this. I'm reading through the rules
|
||
|
|
just to give you the listener the sense of how this game might be structured. I have some trouble
|
||
|
|
explaining myself because I'm not very good at that sort of thing. But I'm hoping that at least
|
||
|
|
some of it makes sense. And as the actual gameplay, as we go through it, I think it'll start to
|
||
|
|
make even more sense. So anyway, I guess I'll see you next time.
|
||
|
|
You've been listening to Hacker Public Radio at Hacker Public Radio dot org.
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||
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