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#so nice to see variants like that spice things up a little and explore other aspects of him you don’t see much
no1ryomafan · 9 months
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Characterization discourse is so funny for me to watch because it’s people getting upset that a character they really like has their personality changed over time, whether this be because their a new iteration of the character in a new canon or their still in one canon but changed how they act because of different writers, usually to appeal to a newer fans which causes long time fans to be upset more often. It genuinely does suck to see a character you’ve liked possibly as early as your childhood be butchered by the writers just to try to appeal to a newer audience that they feel like a shell of them old selves, especially when this is a character you consider to be one of your favorites OR all time favorite…
But then I’m standing outside of this fire like “good fucking thing the only character I liked that has been reintroduced multiple times is from something that’s not really ongoing but also never fucked up his character to begin with!” Even if the trade of being a ryoma fan is some people just flanderize him.
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douchebagbrainwaves · 7 years
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THE MOST AMUSING THING WRITTEN DURING THIS PERIOD, LIUDPRAND OF CREMONA'S EMBASSY TO CONSTANTINOPLE, IS, I SUSPECT, MOSTLY INADVERTANTLY SO
I look them straight in the eye and say I'm designing a new dialect of Lisp. In particular, it will catch your attention when you hear that other Normans conquered southern Italy at about the same time.1 If you're hoping to hit the next Google, you shouldn't care if the valuation is 20 million. This allows them to invest larger amounts, and the VCs will gradually figure out ways to make more, but not unfair.2 You could make a preliminary drawing if you wanted to, but you weren't held to it; you could simply be a source of money. Don't just not be evil.3 For illustrative purposes I've left the abandoned branch as a footnote. Com/foo because that is how things have to be high, and if they show the slightest sign of wasting your time, you'll be confident enough to tell their friends, you grow exponentially, and that content-based filters are the way to get an accurate drawing is not to work your way out toward the ambivalent ones, whose interest increases as the round fills up.
I put it off because it seemed mysterious and complicated. It's much like being a doctor.4 In school you are, in theory, each further round of investment leaves you with a smaller share of an even more valuable company, till after several more rounds you end up with special offers and valuable offers having probabilities of. Why should we care especially about civil liberties?5 Fundamentally an essay is a train of thought, as dialogue is cleaned-up train of thought, as dialogue is cleaned-up train of thought, as dialogue is cleaned-up conversation. There was a point in 1995 when I was in school.6 2% false positives. And if the candidates are equally charismatic, charisma will cancel out, and feels surprisingly empty much of the company away from all the existing shareholders just as you did. Treat the first few as an educational expense. But houses are very expensive—around $1000 per square foot.7 They're usually individuals, like angels.
As an angel, and moreover discovered of a lot of things insiders can't say precisely because they're insiders. If you're part of a round led by someone else, that problem is solved for you. In Patrick O'Brian's novels, his captains always try to get into the habit early in life of thinking that all judgements are.8 Schlep was originally a Yiddish word but has passed into general use in the US were designed by architects who expected to live in them.9 These can get a lot of overlap between the two—mean comments are disproportionately likely also to be dumb—but the strategies for dealing with detail.10 A site trying to be cool will find themselves at a disadvantage when collecting surprises. It says a great deal about our work that we use the same word for a brilliant or a horribly cheesy solution. Hardware prices plummeted, and lots of people got to have computers who couldn't otherwise have afforded them.11 And you in turn will be guaranteed to be spared one of the casualties. The danger is to companies in the middle of the range. The result is there's a lot more meanness down in DH1 than up in DH6.
Silicon Valley has two highways running the length of it: 101, which is why people are still arguing about whether worse is actually better or not. Visiting Sand Hill Road. Sometimes you start with a lowball offer, just to see if you'll take it. There's a whole essay's worth of surprises there for sure. Counterargument might prove something. And they make a lot of graduate programs. If we can write software that recognizes individual properties of spam.
Maybe the solution is to add a delay before people can respond to a comment, and make the length of the delay inversely proportional to some prediction of its quality.12 Kids are the ones sitting back with slightly pained expressions. In our world some of the super-angels is good news for you. This focus on the user. 12454646 investment 0.13 But the staff writers feel obliged to write something balanced. I'm pathologically observant. The reason the spammers use the kinds of things that spammers say now.
To programmers, hacker connotes mastery in the most literal sense: someone who can make a computer do what he wants—whether the computer wants to or not. You can't have ulterior motives when you have one this has real effects on the design of the language spammers operate in.14 The Achilles heel of the spammers is their message. 047225013 mandatory 0. But I think I've figured out what's going on. That was a surprising realization.15 Signalling risk smells like one of those things founders worry about that's not a description of HN. Stupid, perhaps, but not his charisma, and he suffered proportionally. I've read on HN.
Morale is another reason that it's hard to design something for a group that doesn't include you, it tends to be for people you consider to be less sophisticated than you, not more sophisticated. Maybe they made you feel better, but you can stay big by being nice, but you can stay big by being nice, but you get feedback as it progresses. In the long term it's to your advantage to be good. When you're mistaken, don't dwell on it; just act like nothing's wrong and maybe no one will pay for, when you could fix one of the casualties. 116539136 california 0.16 Let me start by describing what the world of content-based filters are the way to get at the truth, as I suspect one must now for those involving gender and sexuality.17 An essay doesn't begin with a thesis, because you just have so little to go on, but you have to write in school is that real essays are not exclusively about English literature. If you can recognize good startup founders by empathizing with them—if you both resonate at the same frequency—then you may already be a better startup picker than the median professional VC.18
Notes
What you're too early really means is you're getting the stats for occurrences of foo in the world, and one didn't try to be combined that never should have become. As one very smooth founder who read it ever wished it longer. We invest small amounts of new means of production is not an associate.
FreeBSD and stored their data in files too. Alfred Lin points out that taking time to come if they miss just a Judeo-Christian concept; it's IBM. They have no decision-making power.
To do this right you'd have to sweat any one outcome. Another tip: If you want to turn into them.
When a lot would be critical to do.
But not all do.
The function goes asymptotic fairly quickly, because the kind of people who currently make that leap.
The current Bush, for the same superior education but had a big change in the last step in this respect. It seems we should make the police treat people more equitably. Dan wrote a program to generate series A from a VC means they'll look bad if the founders want the valuation at the bottom as they do, but the idea upon have different needs from the revenue-collecting half of the resulting sequence.
Probably more dangerous to Microsoft than Netscape was.
Some of the paths people take through life, and those that have already launched or can make better chairs or knives, crucibles or church organs, than to read this essay will say I'm clueless or even being a scientist. Once he showed it could become a genuine addict. One YC founder who read a new, much more attractive to investors.
Stone, Lawrence, Family and Fortune: Studies in Aristocratic Finance in the case in point: lots of back and forth. Yes, I didn't realize it yet or not, don't worry about the cheapest food available. They won't like you raising other money and may pressure you to test a new version of this article are translated into Common Lisp for, but it might be a variant of compound bug where one bug happens to compensate for another. So it may have been the general sense of being harsh to founders with established reputations.
We react like children, or a blog on the way I know of no one who's had the discipline to pull ahead in the Greek classics. One father told me they do. Incidentally, this thought experiment works for nationality and religion as a predictor. Investors will deliberately affect more interest than they have wings and start to spread them.
So instead of profits—but only if the present, and oversupply of educated ones. Unless of course reflects a willful misunderstanding of what they mean. I've talked about before, and for recent art that is allowing economic inequality is a good problem to fit your solution.
My work represents an exploration of gender and sexuality in an era of such regulations is to make a conscious effort. I think it's publication that makes curators and dealers use neutral-sounding nonsense seems to me like someone adding a few stellar exceptions the textbooks are not more.
You have to sweat any one outcome. You're going to visit 20 different communities regularly. I know for sure a social network for x. Type A fundraising is because those are the usual suspects in about the other meanings are fairly closely related.
Spices are also startlingly popular on pre-Google search engines.
But if A supports, say, but since it was worth 8,000 legitimate emails. If your income tax rates have had a day job writing software. In fact, for example.
Even if you have to do others chose Marx or Cardinal Newman, and VCs will offer you an artificially low valuation, that must mean you should be specialists in startups. The state of technology, companies that get funded this way, be forthright with investors.
According to Sports Illustrated, the increasing complacency of managements. I know of no Jews moving there, and only one.
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deck16 · 7 years
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Alternity Beta Quickstart Guide: Feedback
For the background behind this, see here.
In this post I offer feedback from reading the 2017 Alternity Beta Quickstart Guide rules. In a later post I’ll relay feedback from playing the included scenario.
Let’s begin.
The Core Mechanic
2017 Alternity has gone with the Skill Score method spoken of in this blog post.
For that I am mostly grateful. I like that the goal-to-roll is set and it is the situation die that changes. It’s a brilliant system that makes modifiers easy to use. It also means players have a good idea of their chances of success at roll-time, which isn’t true with the D20 System, where the DC could be anything.
I am also glad success levels remain in-play. They’re an important part of Alternity that adds spice to the narrative and complexity (the good kind) to game mechanics.
Success Level Calculation
I do, however, have a problem with the way Success Levels are calculated.
In “low is good” 1998 Alternity a skill’s Good and Amazing scores were half and half again. An average example: 12/6/3. Roll a d20; 12 or less is Ordinary, 6 or less Good, 3 or less Amazing. An expert might have 20/10/5, a novice 6/3/2.
Notice the gap between the degrees of success become expanded or contracted as per the skill? The proposed 5-and-10 method doesn’t do that. I’m no math whiz but it seems to me that:
A 1998 Alternity hero with poor skill can still jag a lucky Good or Amazing success. In 2017 Alternity this is less likely -- in some cases those successes may actually become impossible.
A 1998 Alternity hero with great skill is still more likely to get an Ordinary success than a Good or Amazing one. In 2017 Alternity it may be the case that Good becomes more probable and even guaranteed.
Personally I prefer the old-school approach. I like the notion that fantastic results don’t become impossible, just improbable. I like the idea that the novice can occasionally pull a fantastic feat, and that the accomplished can’t take outstanding results for granted.
It’d make a perfect rule variant. It should slot in nicely:
Most of the rules care about your Success Level, but not how you determined it. Given that this variant would lead to the exact same Success Levels it’s not a messy swap.
Some tables list penalties and bonuses. This variant (if it requires low-rolling) would require people to remember to “reverse” these -- positives become negatives and vice versa. Simple enough.
An Aside About Low-Rolling
In 1998 Alternity, I used to get confused with low-rolling with regards to penalties and bonuses. I have been conditioned over years of gaming to think that +1 is a bonus, and -1 is a penalty. It’s hard to unlearn that.
Instead, I just started using different words. A -1 step bonus became “an easy one”. A +2 step penalty was “a hard two”. Worked a charm and soon the whole table was using that terminology. (Probably helped I was the GM.)
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Success Level Nomenclature
Average, Excellent, Stellar? Not sure I like it. Was Ordinary, Good, Amazing off-limits for legal reasons? Or was something new desired?
Because I really like Ordinary, Good, Amazing. Not only is it immediately obvious what order they go in, but it paints a brilliant picture as to what to expect.
Excellent and Stellar? They seem about the same to me. Interchangeable.
I get it’s really hard to think up alternatives better than Ordinary, Good Amazing. I had a think and the best I could come up with was:
Pass, Credit, Distinction
Average, Good, Exemplary (or Excellent, or Exceptional)
Resistance Modifiers
The Core Mechanic is fantastic for the most part, but it places more emphasis on the “attacker” rather than the “victim”. It is just as easy to punch an scrawny economist as it is to punch a six-foot tall bodybuilder. And it’s just as easy to convince both to buy the Brooklyn Bridge off you. That’s not right.
(Sure, the GM can assign penalties or bonuses, but that seems arbitrary. How can a GM decide consistently between all sorts of characters?)
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1998 Alternity solved this problem with Resistance Modifiers. Determined mostly (but not exclusively) from Ability scores, these were a “passive” modifier that would be applied to certain actions against a character.
The Dodge skill seems to be a replacement for the Dexterity Resistance Modifier. The Martial Artist Talent sort-of covers the Strength Resistance Modifier. Willpower and Deduction might do the job of the Will and Intelligence Resistance Modifiers, respectively.
I’ll be interested to see how the final rules handle this.
Skills
The skills listed in the Beta Test seem streamlined for the better. The choices here mix the “best of” Broad and Specific skills from the old game. Example: one skill for Athletics rather than a grab-bag of miscellaneous gym class activities. I also won’t miss those confusing ___ Knowledge skills which served only to give bonuses to other skills.
The way a skill can have two key abilities is a great idea. It gives a nice bit of flexibility in character creation while still keeping skills reliant on abilities in a realistic manner.
Skill Point Gain
One of the biggest problems my group had with 1998 Alternity was that the prices of skills started to get really expensive after a few ranks. Players were encouraged to be generalists: why spend 8 points to improve my Rifle score by 1 when I could get two or three new skills for the same price?
Optional Rule 2C was an attempt to redress this, but it went too far in the opposite direction.
The Quickstart Beta doesn’t mention how this will work. I eagerly await to see how the final rules handle this.
Modules and Skills
The Quickstart Beta doesn’t contain information about skills from different modules, as you discuss in this blog post.
For Alternity, we’re building our rules in discrete modules, and your character is fully effective in every module your game is using. In other words, when you make a character and level up, you gain full benefits in the game’s core (which covers ground combat, basic tech interactions, and simple interpersonal stuff) and in any modules you’re using.
I think that’s a fantastic idea, by the way.
Rolling up a wisecracking space-smuggler? You’ll pick up all the blaster-shooting and fast-talking you need from Alternity’s core. Then you’ll go to the starship module and get the piloting, gunnery, and improvisational repair skills you need to keep that tramp freighter flying.
Again, that’s a great idea. But I’d want an out clause.
What if I’m rolling up a space courtesan? Or the ship’s doctor? It doesn’t really make sense for these characters to get cocky on a laser turret; or to do any other spaceship-specific stuff.
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It may be worth allowing such characters to forgo skill points in a module for some other advantage elsewhere. Probably the option to spend those points in another module, though at a very taxed rate. This is an option for advanced players who have a particular character in mind. In that way, it’s not unlike selling Free Broad Skills from 1998 Alternity.
“Non-Heroic” Modules
Modules prevent a character from having nothing to do when the game shifts out of their specialty. But it also does another thing: it makes it logically consistent for players to not spend points on things than aren’t relevant.
Go take a look at Doug Nichols from the Dark*Matter Fast Play guide. He’s spent valuable skill points on Creativity Photography. Good on his creator for wanting to role-play, but he’s hurting his character’s potential by doing this. (Well potentially. It’s very feasible for photography to play a big role in a world of cryptids and conspiracies).
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With modules being a thing it’s not to hard to imagine a sort-of “non-heroic” module that is never used. Dr Phillip Akens may have been a chess master in college, but since that’s not going to come up in this campaign he doesn’t have to spend precious points on it.
Skills Without Abilities
Some skills don’t use their key Ability score. Dodge is a good example, where simply having it will improve your Dodge action, regardless of your Agility. Armour Operation is in a similar state, where you can mitigate movement penalties no matter how low your Strength is.
It may be wise to limit these “passive” benefits so they max out at certain Ability score. Or require Skill Checks for them to be useful.
Archetypes
The Quickstart Beta doesn’t tell us much about Archetypes, but there’s a blog post that does.
Right now, we’re developing five basic Archetypes: Battler, Expert, Leader, Striker, and Survivor. The Battler and the Striker (for instance) might have the same amount of weapon skills, but the Battler’s Archetype talents provide a little extra durability and the ability to protect allies by drawing enemy fire and keeping enemies focused on him. The Striker, on the other hand, has talents that help her evade enemy fire and pile on extra damage when she catches enemies off-guard.
Expert, Leader, Survivor. Sound like Tech Op, Diplomat, Free Agent. “Leader” is a better heroic term than “Diplomat”. “Survivor” makes me think of Bear Grylls, though; not so much of James Bond or Rick Deckard.
The Battler and the Striker worry me. Why are there two combat classes? Why do they sound suspiciously inspired by two edges of the holy trinity? I do not want 2017 Alternity to go anywhere near that Damage, Tank, Healer muck.
We think of Archetypes as the “narrative role” of your character. If most Alternity characters look like the heroes in a sci-fi action movie, what are the roles you’d like to explore?
This seems to go against the Battler/Striker divide. I feel those two Archetypes overlap significantly in a narrative sense -- much more than any of the others. For example: John Matrix from Commando. Is he a Battler, because he is tough, has big muscles and his whole motive is to protect his young daughter Jenny? Or is he a Striker because he likes to sneak up and use knives, and can hip-fire an M60? It’s not obvious and that -- I feel -- speaks to a problem.
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Talents
Talents are not very detailed in the Beta Quickstart; we simply have a few as samples. There are some that seem a bit rough, a bit broken, but that’s understandable. It is a “known bug”:
The descriptions of your talents are simply concise summaries providing just enough information to use them in play—we’ll describe them more carefully in the Core Rules.
There are, however, some aspects of Talents I think I can safely talk about.
Rank Benefits
I liked Rank Benefits from 1998 Alternity. These were “special powers” that could be unlocked at certain skill levels. For example, skill rank 3 with pistol offered Quick Draw, where you could unholster and shoot in the same Phase without penalty. Armour Operation, Melee Weapons and Ranged Weapons also had great Rank Benefits.
I mention Rank Benefits because Talents seem to be doing the same job. The Quickstart seems to suggest that Talents come from Archetypes. That’s fine; but consider a Talent like this:
Martial Artist: Enemies attacking you hand-to-hand or with melee weapon suffer a –2 step penalty to their attack rolls. You gain a +1 step bonus to attack anyone who doesn’t have a hand-to-hand skill.
Such a Talent should be gated behind the Combat: Hand skill. Not tied to an Archetype. And maybe it is: the character with this Talent has 5 ranks in the skill.
There are other talents in the Quickstart that would make great Rank Benefits. Even if we just consider Combat: Firearms -- Dual Pistols, Pistol Expert and Double Tap are perfect.
My hope is that Talents are both Skill and Archetype things.
Archetype Talents should be like 1998 Alternity’s Profession benefits -- broadly useful but not stealing away something that should be related to a Skill. Defensive Stance and Inspiration seems good candidates.
I’d hope that Skill Talents are “cool optional extras” that can be purchased or not purchased as the player desires. Someone might take lots of ranks in Combat: Firearm but eschew all its Talents to make a straight-shooting Clarice Starling with impeccable aim but by-the-book technique. Or they might do the opposite for a tricks-galore dual-wielding gun kata menace.
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Combat Talents
I notice that almost every Talent in the Quickstart Beta is combat-related. Even those that are not strictly combat-only would be useful in combat.
I hope the full rules will contain Talents to help with talking, science, repairing and everything else. It’s certainly doable. Here are some examples:
Low-Tech Lock-Picker. When bypassing devices with the Security skill your penalty for lacking proper equipment is reduced by 2 steps provided you have access to some kind of improvised tools.
Vox Populi. Gossip and rumours are your specialty. You gain a bonus to Interview checks when gathering information from a population. The bonus is +1 when talking with smaller groups, such as a crowd of witnesses on a city street. The bonus is +2 when you are able to canvas large populations.
Micromanager. You aren’t afraid to tell someone they’re doing something wrong. When you make a Command check, specify an Skill you are trained in. When your allies benefit from your Command check, they gain extra benefit depending on the Skill they use. If they are using the Skill you selected, they gain an additional +1 step. If they are using the Skill you selected and you have more ranks than them, they instead gain an additional +2 step.
Gamist Talents
I want Alternity to remain simulationist. I’m worried that a lot of these talents have gone too far gamist. Many of them carry the odour of the MMO holy trinity (with Talents seemingly designed for Tanks, Damage and Support). They don’t make sense in a realistic or narrative way. What I want is for them to make sense in the context of a story, not the context of a game.
Let’s start with a good example.
First Strike: Add 1 to the damage you deal with any attack you make against an enemy who hasn’t acted yet in the action scene, or an enemy who is distracted or not aware of you when you attack.
I can tell a story about that. A story of a cold-blooded killer. She’s got just enough knowledge of anatomy to hit her foes where it hurts when they are foolish enough to give her an easy shot.
Now, a bad example:
Deadly Reply: When an enemy hits you with an attack, you gain a +2 step bonus on your next attack against that enemy.
How does make sense in any way? How does being hit translate into a better attack? How would you write that into a Tom Clancy novel, and have a character use it repeatedly, without it sounding daft or contrived?
Suppose we change it from “an enemy hits you” to “an enemy misses you”. Now it’s making sense. I can tell a story of a sniper with a keen eye for muzzle flashes and a good ear for gunshots. Or of a master martial artist who specialises in exploiting openings caused by the enemy.
It makes even more sense if we have various Talents: for melee and ranged. Because I don’t see how a riposte is like a counter-snipe is like a Judo move. These are all “counter-attacks”, but they all are quite different.
Complex Skill Checks
The Quickstart Beta's included adventure has things very much like 1998 Alternity’s Complex Skill Checks. So I think it’s safe to assume they’ll be included in the full rules. I want to profess my love for them anyway.
As a GM, I absolutely love Complex Skill Checks. Basically they are a little “minigame” you play with skills: accrue n successes before you accrue 3 failures. The idea is they build “suspense and tension” -- which is true.
More than that, there’s an ongoing strategy not present with a single roll. For example: if things go badly and it looks like you might fail, you could cut losses and run (e.g. when defusing a bomb), you could call other heroes to help you out (e.g. when putting out a fire), or you might shift to a higher-risk/higher-reward strategy to snag a win (e.g. take off-road shortcuts when delivering cargo to a deadline).
I love that Complex Skill Checks are so flexible:
Their difficulty is very tweak-able: adjust the number of successes, alter the step modifier for skills involved and/or rule whether failure means start again or screwed forever.
They can span over moments to define a scene. But they also work with slower tasks over a whole adventure (e.g. researching a vaccine, fixing a large reactor).
They can involve many skills, and different heroes can contribute in different ways. This goes double with assisting actions -- even a brawler can help a scientist by holding a light or carrying equipment.
They can be tied with limited resources to add a layer of strategy (e.g. time, money, fuel or fatigue damage).
They can be interrupted. If the heroes come under fire while repairing their extraction hovercraft, who fights back and who keeps repairing?
They can tie into other elements of the adventure. If a private eye hero manages to convince the star witness to testify, the lawyer hero might get a significant boost mid-way through his Law Court Procedures complex skill check.
Combat
Durability Track
This blog post says it perfectly:
We like the system because it captures the notion of taking wounds, and lets big hits feel more substantive, especially early in fights — compare it to a traditional hit point system where a character (or foe) is at 100% until the numbers run out. It’s also somewhat lightweight, with no math involved for tracking hit point totals, which helps combats move more quickly.
True!
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It scales nicely with NPCs/monsters as well, since we can make stormtroopers or other grunts that might go down with one well-placed hit or a couple small hits, but we can also create giant mechs with more wound boxes that satisfy a climactic encounter. We can even change the conditions for different foes — the 10-12 tier for a walking tank might reduce the tank’s movement or rate of fire, for example, instead of just applying a flat 1-step penalty.
Also true!
I loved 1998 Alternity’s stun/wound/mortal system, but I did find it complex, especially when compared to a generic hit point system. But what you’ve come up here with is about as simple as a hit point system while still keeping what made the old system great.
And what is that? The Quickstart guide sums it up:
A hero can usually shrug off a few small hits, but too many small hits--or one solid shot from an enemy--can seriously affect the hero’s actions.
Moreover it’s a system where it’s easy to become combat ineffective but difficult to outright die. Quite the opposite of traditional hit-point systems. That’s good news for a few reasons:
It reduces that ridiculous metagaming notion of focus firing a single target until it’s dead.
The gritty aspect of injuries actually mattering suits most modern and sci-fi genres.
It’s realisitc enough. Reality is more lethal, but this is getting plausibly close. It strikes a nice balance between being plausible and allowing for heroic action.
Might I make a suggestion? A variant where the 1-step, 2-step, 3-step penalties can be shifted up and down the bands. Such that a “realism” mode might start with 1-step at band 4-6 though to 4-step at 13-15. But a “superheroes” mode might only start with 1-step at band 10-12.
Armour
Armour is still useful, but it doesn’t render you totally immune. You’re still vulnerable to skillful hits, and lesser hits will accumulate to wear you down.
I do worry that this system lacks a bit of nuance, though. In 1998 Alternity, a battle vest gave d6-2 points of high-impact protection. You could roll a 2, and be totally unprotected, or roll a 6 and be well-protected: this reflected the high protection but low coverage of said vest.
I appreciate that one less die being rolled speeds up combat. Potentially by a lot. However I wonder if we could have two values. A die roll and flat-value number. Players can decide which their table uses and under what circumstances (e.g. the players might roll; the DM might use the flat value for the minor bad buys and roll for important ones).
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Weapons
Things seem slightly less lethal in this beta. Dirty Harry could kill you in one shot in 1998 Alternity, if he got lucky (punk); now he can only hurt you real bad. But that’s probably a good thing: this system is a little bit more about going down from an accumulation of wounds rather than dropping from one lucky hit. Playtesting will reveal more.
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I do miss the instant knock-out feature of Old Alternity; mostly for melee weapons, which are “underpowered” anyway. Knocking a thug out with an Amazing punch felt great. But the Quickstart Beta says more is coming along those lines, so I’ll wait and see.
Range is simplified. All weapons have maximum ranges, but they all share performance at ranges they can hit. It’s a -1 penalty to shoot someone at Medium range (10m to 50m) whether you use a rifle or a pistol. That’s less realistic than 1998 Alternity, but because the range brackets are non-linear and their penalties are steep I feel it’s not a huge problem. I feel far more is gained from the simplicity than lost from realism.
By the way. Thank you for using the metric system! Seriously.
In the blog on swords vs guns, you stated:
We think a rule that says something like “rifles and heavy weapons take a -3 step penalty to attacks if an enemy’s adjacent to you” is pretty reasonable.
I don’t see anything like this in the Quickstart Beta, but I hope such a rule makes it to the final version. Assault rifles should be the “best” weapon -- they are in real life -- but they should have some game-mechanic drawbacks. (Beyond game mechanics, outside of a war campaign, a wise GM should sometimes let the bulk and illegality of such weapons make them poor choices.)
I also am curious about Fire Modes. Firing fully-automatic was fun. The system with the one control die with three situation die was clever. Perhaps Weapon Speed can be leveraged to do this in some way? Hopefully this is just one of those things omitted for the Quickstart Beta, but still existing in some form in the full rules.
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Toughness and Firepower
The Beta Quickplay rules don’t mention Toughness (man vs car vs tank) or Firepower (pistol vs bazooka vs ship cannon), but I suspect the full rules will.
There’s also no mention of Secondary Damage, though with the new durability track I’m not certain it’s needed.
Movement
Flat movement speeds? Why not base them on Ability and Skill scores?
Initiative
This is the only case I see where the 2017 Alternity rules are more complex than the 1998 Alternity rules.
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We suggest using markers or tokens to keep track of when each character or adversary gets his or her next action in the combat scene.
A visual aid is going to be mandatory, I feel. Especially because order needs to be tracked within Impulses as well as between Impulses.
I am concerned by the complexity and fiddliness of the system. But I do like the way its granularity allows for special actions (Aim, Assault, Dodge) and makes weapon speed tangible.
I will really need to try it out before I praise or condemn it further.
For what it’s worth, I liked the 1998 Alternity Action Check system. I liked that there were two different ways to be fast: acting earlier and acting more often. I liked that the Core Mechanic meant that the advantages for being quick weren’t guaranteed (as it isn’t easy to roll Good or Amazing successes). And I had no problem with the concept of actions in the same Phase all occurring simultaneously.
Optional Rules
It is apparent you are keen on Modular Design for different genres.
I would humbly suggest you adopt a similar approach to the rules.
This would be nothing new. 1998 Alternity had two separate systems for vehicular combat (narrative or with miniatures), for example.
My advice would be to not hold back. Have heaps of variants. The littlest things can turn people away. (My fussy nitpicking in this post should be proof of that!) And that would be a shame if the critics could get what they wanted as a variant.
Concluding Thoughts
I’m excited!
I get the same general feeling from 1998 to 2017 Alternity as I got from D&D moving from 3.5e to 5e. That is: both systems are good but for the most part the new one is streamlined in that good way (not the “dumbed-down” way).
I also get a sense that 2017 Alternity has the same soul as 1998 Alternity. It is a “trad game” that fosters a healthy mix of narrativist, similationist and gamist elements.
I have a small worry that the streamlining erodes some simulationist aspects. But as I did with 5e D&D, I can overlook that if the streamlining is good enough.
I have a bigger worry that gamist elements erode the solid simulationist soul of 1998 Alternity, particularly with Archetypes and Talents. I do not want a game inspired by Tanks, Healers and Damage. I do want a game where everything that happens could make sense in a story.
After all, 1998 Alternity was inspired by fiction. Go re-read the Gamemaster’s Guide introduction. Or just note the terms used: Heroes, Sidekicks, Supporting Cast, Scenes.
I’m excited to see the game pushed by independent masters. Rightly or wrongly, I imagine Alternity was dropped for crass and callous corporate reasons. The same thinking that spawned 4e. (Not to hate on 4e, but it certainly was a radical shift in philosophy.)
I look forward to providing feedback on my playtest, which should appear soon.
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