Hello everyone,
With the reprint of the EP core book coming soon, we've been compiling
errata corrections. We've been considering a few major errata changes,
and after some playtesting, we've decided to throw the changes we're
considering out to the public for final feedback evaluation. So here are
a few of the major changes we're considering:
1) INITIATIVE
The current process of rolling 1d100 + Initiative is a bit cumbersome,
math-wise. We're considering changing Initiative from the current (INT +
REF) x 2 to (INT + REF)/5, rounded up. So with INT 15 and REF 20, your
Init Score would be 7 (15 + 20 = 35; 35/5 = 7).
When rolling for Initiative, you would roll 1d10 + your Initiative Stat.
So in this case, with Initiative 7, you would end up with an Initiative
Score of 8 to 17.
We feel the math of 1d10 + a single or double-digit stat (ranging from 2
to 16) is a bit easier than rolling d100 and adding it to a double or
triple-digit stat.
An average transhuman would have INT 15 + REF 15, for an Initiative of
6; most PCs will have higher Initiative stats. The mean roll of a d10 is
5.5, so a character's Init is going to be slightly more of a factor
than random chance. Someone with a boosted initiative is still going to
be hard to beat -- though not impossible. Moxie could still be used to
jump the gun, but criticals will no longer have an impact on Init rolls.
One of the nice things about this change is that the conversion from the
old Initiative to the new one is fairly simple -- just divide by 10. So
if your Initiative was 70 before (INT 20 + REF 15 = 35, 35 x 2 = 70),
it is now 7 (INT 20 + REF 15 = 35, 35/5 = 7). This means that implants
and modifiers that affected Initiative would also simply be divided by
10. So wounds (-10 each before) would reduce Init by -1 per wound. The
Mental Speed implant, which gave a +30 Init bonus before, would now give
a +3. And so on.
2) BEAM WEAPONS
We feel these are underpowered. Though the intent was to have Kinetic
weapons more useful for lethality and beam weapons more useful for
non-lethality, beam weapons ended up being fairly anemic. So we're
considering the following changes:
* The Sweeping Fire and Concentrated Fire rules for beam weapons (pp.
194-195, EP) would apply to all beam weapons. Pulsers would no longer be
excluded.
* Concentrated Fire would now inflict DV x 2 (rather than DV x 1.5 before).
* Laser Pulsers: Can now fire in BF and FA mode.
* Microwave Agonizers: Downgraded from SA to SS mode.
* Particle Beam Bolter: Can now fire in BF and FA mode. Also, to make
them slightly more practical, all bolters will be designed for dual
atmospheric/exoatmospheric use, simply requiring the user to switch
between them.
* Plasma Rifle: We decided to make these live up to their designation as
the deadliest weapon. The plasma rifle will now inflict 3d10 + 20 DV
(avg DV of 36), it will be an area effect weapon (blast effect equal to
half the DV inflicted on the target, -2 per meter as usual), and will
automatically set stricken targets on fire unless in vacuum (extra
1d10/2 DV per turn). The cool-down time will only apply when used in
vacuum.Love these changes? Hate them? See any problems? Let us know what you think.
—
Rob Boyle :: Posthuman Studios
"I learned the hard way that if you take a stand on any issue, no matter how insignificant, people will line up around the block to kick your ass over it." -Jesse "the mind" Ventura.
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Rob Boyle :: Posthuman Studios
Rob Boyle :: Posthuman Studios
Rob Boyle :: Posthuman Studios
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