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What To Expect In Star Trek Adventures 2nd Edition
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<blockquote data-quote="overgeeked" data-source="post: 9326138" data-attributes="member: 86653"><p>I’m not an expert on 1E so I’m not sure what’s new, different, how much has changed, etc. I like a lot of what I’m reading in the Quickstart, but some of the rules strike me and clunky and overwrought.</p><p></p><p>Or outright nonsensical. An example being PCs always know the difficulty of any roll. That makes sense if, and only if, the PCs are dealing with a known quantity…but if the situation is new or unknown…you know, like say ~80% of all the situations the PCs in a Star Trek game would be in, it makes zero sense.</p><p></p><p>I like the narrative focus, fictional positioning, narrative permission, etc of traits and giving them ranks.</p><p></p><p>Momentum and Threat bug me. Especially Threat. So the referee can simply add Threat to a situation if it’s threatening enough, but the point of Threat is to spend it to add threats to a scene. So why have it in the first place? Just show how threatening a scene is by having threatening things exist there. If the point of it is a limited meta-currency to rein in the referee, you defeat that purpose by giving the referee the ability to simply add more. It’s a mechanic for its own sake that’s instantly undermined. </p><p></p><p>I really like the way stun vs deadly attacks are handled, along with injury and defeated. The split in NPC damage is cool. Some NPCs are just mooks and taken out with one hit. Hell yeah. </p><p></p><p>The interaction between ranged attacks and cover seems really weird.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9326138, member: 86653"] I’m not an expert on 1E so I’m not sure what’s new, different, how much has changed, etc. I like a lot of what I’m reading in the Quickstart, but some of the rules strike me and clunky and overwrought. Or outright nonsensical. An example being PCs always know the difficulty of any roll. That makes sense if, and only if, the PCs are dealing with a known quantity…but if the situation is new or unknown…you know, like say ~80% of all the situations the PCs in a Star Trek game would be in, it makes zero sense. I like the narrative focus, fictional positioning, narrative permission, etc of traits and giving them ranks. Momentum and Threat bug me. Especially Threat. So the referee can simply add Threat to a situation if it’s threatening enough, but the point of Threat is to spend it to add threats to a scene. So why have it in the first place? Just show how threatening a scene is by having threatening things exist there. If the point of it is a limited meta-currency to rein in the referee, you defeat that purpose by giving the referee the ability to simply add more. It’s a mechanic for its own sake that’s instantly undermined. I really like the way stun vs deadly attacks are handled, along with injury and defeated. The split in NPC damage is cool. Some NPCs are just mooks and taken out with one hit. Hell yeah. The interaction between ranged attacks and cover seems really weird. [/QUOTE]
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