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Star Trek Alpha Discussion

posted Nov 24, 2016 18:24:53 by ChrisBirch
Please discuss the first Alpha release here
[Last edited Oct 10, 2017 23:52:16]
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817 replies
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JohnHigginbothamJr said Nov 25, 2016 06:49:40
First question: Page 5 of Alpha Shakedown 1.2, Next to last paragraph, second sentence reads: "In the case of a tie, player characters break ties in favour of non-player characters, unless the Games Master spends one point of Threat." Now, I think the intent is that PCs win ties over NPCs unless the GM spends Threat but the wording sounds like the PCs decide which NPC wins the tie. Could you please clarify?
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ThorstenStichweh said Nov 25, 2016 07:26:28
Received the email yesterday and printed everything today. Will use the weekend to familiarize myself with everything and start testing next week. :-)
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Matthew Tyler-Jones said Nov 25, 2016 08:08:50
I stand correct Johnhigginbottom, I'm obvious not used to a system where a PC can get one-shotted :)
[Last edited Nov 25, 2016 10:56:30]
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JohnHigginbothamJr said Nov 25, 2016 08:19:56
Matthew Tyler-Jones: Just read that same section. The numbers are correct. The Jem Hadar kill one of the officers with their first shot.
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miborraco@gmail.com said Nov 25, 2016 08:25:17
Sorry but I still have not received anything on my email althought I signed up several weeks ago. Should I worry? Have I not been accepted?

Thanks.
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AdamColeman said Nov 25, 2016 08:50:10
For those of you worried about the fact that the opening scenario is set in the 24th Century and thus not mentioning or featuring the Lexington, on page 1 Nathan mentioned:-

'This adventure is a basic intro, unconnected to the individual ships. It's to give a grounding in how the core rules work before we move forwards.'

So one assumes that we'll get the ships we signed up for in the second batch of materials, once we and our groups have used this scenario as a rules learning exercise. :)
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Acrizer said Nov 25, 2016 10:05:23
First question: Page 5 of Alpha Shakedown 1.2, Next to last paragraph, second sentence reads: "In the case of a tie, player characters break ties in favour of non-player characters, unless the Games Master spends one point of Threat." Now, I think the intent is that PCs win ties over NPCs unless the GM spends Threat but the wording sounds like the PCs decide which NPC wins the tie. Could you please clarify?


That sentence does indicate that player characters win ties unless the GM spends a Threat (ties go in PC's favor). I'm assuming it's one of those English vs American communication issues?
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JohnBrentMacek said Nov 25, 2016 11:12:43
Page 13:
Determination
Main player characters begin each session with three or four Determination points, and no character can have more than five Determination points at any point.

What is the deciding factor? Is there a Talent to be published in a future release that will give a PC an extra point?
Risk... risk is our business! That's what this starship is all about... that's why we're aboard her!
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ChristopherCale said Nov 25, 2016 11:19:07
JohnBrentMacek: Characters begin with a set amount of determination but can gain and lose determination through play. At no point can they have more than 5.
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JohnBrentMacek said Nov 25, 2016 11:33:16
Right, but what determines whether it starts at 3 or if it starts at 4. I could not find the answer to that question in the playtest rules.
Risk... risk is our business! That's what this starship is all about... that's why we're aboard her!
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JohnBrentMacek said Nov 25, 2016 11:43:49
As I recall, in Conan it starts at three. So, while I may be wrong I'm going make an assumption that it normally starts at three in Trek, but something can give a PC a extra point at the start. In any case, I couldn't find an answer.
Risk... risk is our business! That's what this starship is all about... that's why we're aboard her!
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Nathan.Dowdell said Nov 25, 2016 12:23:00
Right, you guys have posted a lot since last night...

First skim through of the pdfs and I seem to be missing a ship!?

Ships - and the rules for how ships work - will come in the next pack (I believe), along with a different selection of pregenerated characters who can serve as senior staff/bridge crews. This will also be the point where you get the ship of your choice and start to receive missions associated with that ship.

This first pack is primarily an introduction to the core rules.

So the rules text says that characters will have 4 focuses: one at 4, one at 3, and two at 2. However, the pregen characters have only one focus at 2. Is this by design for this initial mission?

The first load of pregens here are deliberately slightly simpler than those you'll receive later, and those you'll be able to create once we get out the first set of test character creation rules. The main differences are that characters have slightly lower skill values, one fewer Value, and two fewer Talents.

I'm not sure if this is the place to ask for questions. But on page 34 under NPC momentum it says:

NPCs with unspent Momentum cannot save it as player characters can - NPCs don't have a group Momentum pool. Instead, an NPC can add ont Threat to the pool for each Momentum SPENT.

Should that last word read unspent? Otherwise I'm confused.

It's spent - because NPCs can't save Momentum, they have the option to spend their remaining Momentum to turn it into Threat.

So, Challenge Dice - am I reading this correctly?

Each one is 1d6, and the results are as follows:

1 = 1
2 = 2
3 = 0
4 = 0
5 = 1 + Effect
6 = 1 + Effect

?

Correct. With the finished game - as with our previous games - we plan to have special dice to serve as Challenge Dice, with a symbol for the Effects (probably the Starfleet emblem), which makes reading Challenge Dice significantly quicker and easier.

So can I get some clarity on the challenge dice?

I am confused on the following things.

1) Is it true that we only count if the dice rolls 1,2,5 or 6?

2) How do they work with cover?

1) Answered above
2) With cover, the attacker rolls their damage, the defender rolls the appropriate number of [CD] for the cover they have. Reduce the attacker's total damage by the total rolled on the dice you've rolled for cover.

So, if you've got 2[CD] cover, and an attacker shoots you for 5 damage, and you roll a 1 and a 2, you'd take 2 damage instead.

Just skimmming over the preroled charakters, while the majority seems to use 14 skill points, some use 13. Is that intended ? as i know my players they probably want to customize their charakters head on.

The Tellarite pregen (Krev glasch Tor / Bera chim Tor) has only 51 points for attributes, all other pregens have 55.

The setup for the playtest scenario requires the cooperation of Federation and Klingons, so this scenario wouldn't work for playing in the TOS era. And the Lexington is missing anyway. - I thought the playtest would be run differently for all four playtest ships. Did I get the wrong playtest scenario as I have signed up for the Lexington? Is there a Lexington playtest available?

There are some small variations between characters in terms of skills, but that shouldn't have a meaningful impact at this stage. The Tellarite's attributes are wrong, however - I appear to have missed the species modifiers, so Bravery and Resilience should both be 9, and Reason should be 12.

Please do not customise or house rule any game materials at this stage - changes you make distort the feedback you receive, which makes it harder to use that feedback to refine and improve the game. A subsequent pack will include character creation and advancement rules, but for the time being, I ask that you play with the materials as-provided.

I confess to being a little bummed...thought I was going to be on the TOS ship. But...we shall forge ahead.

This pack was sent to everyone, regardless of their chosen ship. As noted above, the different missions and different ships will appear from the next pack onwards.

First question: Page 5 of Alpha Shakedown 1.2, Next to last paragraph, second sentence reads: "In the case of a tie, player characters break ties in favour of non-player characters, unless the Games Master spends one point of Threat." Now, I think the intent is that PCs win ties over NPCs unless the GM spends Threat but the wording sounds like the PCs decide which NPC wins the tie. Could you please clarify?

PCs win ties, unless the GM spends Threat. I'll work on some clearer language for this section, though.

Page 13:
Determination
Main player characters begin each session with three or four Determination points, and no character can have more than five Determination points at any point.

What is the deciding factor? Is there a Talent to be published in a future release that will give a PC an extra point?

Assume 3 Determination for everyone at this stage (the pre-alpha draft character generation guidelines I used for the pregens list a way to have more Determination, but those are going to be changed anyway), but remember that details like this are subject to change.

I stand correct Johnhigginbottom, I'm obvious not used to a system where a PC can get one-shotted :)


Matthew Tyler-Jones: Just read that same section. The numbers are correct. The Jem Hadar kill one of the officers with their first shot.

Oh, yeah. Phasers and disruptors kill. I'm working on a few tweaks and refinements to combat already, based on my pre-alpha testing, but the core of it remains the same - being hit by an attack takes you out of the fight unless you spend Momentum to avoid the Injury.
Game Development - 2D20 System
System Design - Star Trek Adventures

Rules questions and playtest feedback to nathan@modiphius.com
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Scarab-Phoenix said Nov 25, 2016 14:08:10
Today I learned that Linguistics is not a science :)
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ScottB said Nov 25, 2016 15:11:59
^^ No, technically it's a Human Study isn't it?

Also, awesome responses Nathan - really impressed with you Devs so far! Thanks for the clarifications.
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JohnBrentMacek said Nov 25, 2016 15:33:36
What if the subjects aren't human?
:)
Risk... risk is our business! That's what this starship is all about... that's why we're aboard her!
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