I finally got around to reading through the Eclipse Phase book I bought nearly a year ago, and I'm loving it. The setting really captured my imagination, and I've already got a number of stories I'd like to tell, starting with a rather creepy opener involving 2 weeks' lack, a drifting vessel out in in the Oort Cloud, one Exsurgent-infected TITAN nanoswarm and a lot of desperation (can you tell I like SF horror?)...
The only thing is that having looked at some of the character sheets out there, I'm somewhat intimidated. I'm not put off by "crunchy" systems (our group played various games and settings in GURPS 3e for years), but realistically speaking, how numbers-heavy does EP get to play? I've read a few pages of the rules, and they seem straightforward so far, but given that resleeving might involve a new type of morph, will the players have to make heavy alterations to their sheets each time?
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Playing Eclipse Phase: Rules "Crunch"
Wed, 2011-01-05 09:17
#1
Playing Eclipse Phase: Rules "Crunch"
Wed, 2011-01-05 09:31
#2
Re: Playing Eclipse Phase: Rules "Crunch"
Basically most of the really, horrible crunchy bits are front loaded onto character generation. If you can get beyond the horror that is CharGen (Its not really that bad, but it can take ages), and might I point you towards Kindalas' most excellent spreadsheet that helps with that, you should be fine. The only time you are really going to be changing numbers on your sheet is when you resleeve, and honestly that is easy as pie. All the numbers you get from your morph are kept in seperate columns (at least on the default sheet, and they should be on any other) so its a simple manner of rubbing them out/tip-exing them/whatever, plonking in the new ones and recalculating some totals.
After you actually get going the game can range from not very crunchy at all, to fairly tactical and time consuming if you want it to be. The primary difference between the two is how deep you want to go hunting for dice roll modifiers. If you just play with what naturally comes to mind (Teamwork on some things, a +10 here and there from gear) then almost the entire game is just rolling 1d100 and comparing it to a target number.
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Wed, 2011-01-05 11:47
#3
Re: Playing Eclipse Phase: Rules "Crunch"
Yeah, I tend to play fast and loose with roll modifiers and go with instincts, allowing players to negotiate a little. Looks like it's really a matter of deciding a modifier between the extremes of +/-60, bearing in mind that a single very severe modifier only shifts the target number by 30 percentiles.
I may include a version of the rule that grants extra bonuses for cinematic descriptions. I like to encourage them to work on visualising the scene as well as it lessens my own workload. :-D
Thanks for the heads-up about chargen. I haven't reached that part of the book yet, but I'll bear it in mind and may consider finding ways of mitigating the pain when I put it into practice. I chould limit the choice of morphs, given that members of Firewall don't necessarily have ultimate freedom of choice.
Wed, 2011-01-05 13:45
#4
Re: Playing Eclipse Phase: Rules "Crunch"
Frankly, I've never liked EP's system, especially with its opposed rolls rule. I've been working on a method to convert EP from a d100-based game to a d10 based game more akin to White Wolf's systems than anything. It's simultaneously easier and more difficult than expected.
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Wed, 2011-01-05 14:14
#5
Re: Playing Eclipse Phase: Rules "Crunch"
Might I recommend the pre-written scenario Continuity, which seems to describe something very close to what you have here? :)
As Codebreaker said... Chargen is the toughest part. IMO, the excel sheet bouncing around is a MUST and should be packaged with the book. That guy deserves some major rep.
Aside from that... it's very rules light. I have an old SR player in my group who is struggling a little bit with how rules-light the game is, actually. EP seems like a game I could totally see playing diceless, in fact.
Wed, 2011-01-05 14:25
#6
Re: Playing Eclipse Phase: Rules "Crunch"
A note; The rules by default can be... weird. Modifiers can make it so that even a semi-competant character can complete most any task with very little risk of failure. Some might cite that this is kind of realistic, after all we are dealing with super human beings who are at times twice as intelligent or strong as we are. However I find that it doesn't always lead to an enjoyable gaming experience. Risk is fun.
So something I have been experimenting with in my homebrew playtesting group (I do a lot of homebrew, I need an entire group just for it all :D) is, across the board, halving all modifiers. +10 becomes +5. +20 becomes +10. However I leave all negative modifiers at there normal values.
The modifier limits are also adjusted. Positive modifiers have a cap of +30, while negative modifiers keep there cap of -60. What this has done is made the game much riskier, while retaining some of the superhuman-ness of the default. It has actually made my game much more enjoyable.
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Thu, 2011-01-06 04:58
#7
Re: Playing Eclipse Phase: Rules "Crunch"
I was vaguely wondering about doing something similar, with a very rules-light system (we have played rules-heavy systems for ages, but recently found a couple of aspect-based rules-light systems very intriguing), but I'd definitely like to see how it fits with the current rule system before I consider switching systems.
Thanks, will take a look when I get to it in the book. :)
Yeah I saw that, but we're a face-to-face pen-and-paper group, and we don't all have laptops or similar. I think I'll take steps to reduce the pain of chargen by limiting morph choice, having Firewall provide their equipment and morphs, and walking them very carefully through the rest.
I like this, and may adopt something like it myself. I'll still also allow extra positive modifiers for cinematic description.
After all, if I'm trying to accentuate the horror angle, I don't want the players to feel that their characters are too powerful do I?
Thu, 2011-01-06 10:11
#8
Re: Playing Eclipse Phase: Rules "Crunch"
I'll second that spreadsheet - although I think it could use a little more documentation about the fields and workflow, it really did help me create a character in a couple hours (it was my first time with the system.) It's really pretty slick and it's every bit as good as the character generator Wizards offers for 4E, albiet not as visually stimulating.
We sat down and created our characters more or less at the table our first (and a little into the second) session, and that seemed to help. Maybe the beers contributed to the slow pace....
That said, once we got rolling, even as virgins to the system, we didn't spend a lot of time crunching, and I don't even own the GM screen yet (2 month backorder on Amazon?!?) so I was into the PDF heavily. We managed to get about halfway through Continuity in short order (and I'll second the author's suggestion that you pick it up!)
Thu, 2011-01-06 17:54
#9
Re: Playing Eclipse Phase: Rules "Crunch"
The only problem I'm having is determining whether every 5 points is 1 dice or every 10 points, with the latter seeming more obvious. Also, opposed tests are largely eliminated for things like combat; your total Fray is divided by 2, rounded up, and a person must try and roll in excess of that to hit you. Damage is unchanged for the sake of simplicity.
Opposed rolls, meanwhile, are more likely to go in favour of the person with better skills/preparations/advantages; the chance of failure or success based on luck alone is reduced somewhat.
It needs fine-tuning and playtesting but it's better than what's in place, at least for me .
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Fri, 2011-01-07 14:50
#10
Re: Playing Eclipse Phase: Rules "Crunch"
It depends on how you want to run the game. My gaming group doesn't go gonzo on dice rolls and modifiers (we prefer a cinematic, Hollywood thriller style for EP), just enough to make things interesting when the dice need to be used.
Probably. Players need to keep track of their character's ego's inherent stats vs. stats+morph modifiers, with skills on top of that.
Come to think of it, it might be worth grouping skills by ego stat so that they can be updated all at once whenever a character resleeves.
Pencils are definitely preferable to pens in this regard, as are spreadsheets (of which a few are floating around).
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Fri, 2011-01-07 14:52
#11
Re: Playing Eclipse Phase: Rules "Crunch"
It works quite well. Our gaming group has some real showboats who keep the story interesting ("Define interesting...") for players who have already or are waiting to take their turns, and everyone seems to enjoy it.
I would recommend limiting modifiers to +/- 20 until you get a feel for how it works, but your mileage may vary.
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Fri, 2011-01-07 15:23
#12
Re: Playing Eclipse Phase: Rules "Crunch"
A method which might be useful with your group would be to allow them to tweak some of the pre-generated characters a little to get a feel for how chargen works. I had some success with this method a while back.
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Sat, 2011-01-08 06:24
#13
Re: Playing Eclipse Phase: Rules "Crunch"
Speaking for myself, I've actually been a little unhappy with the lack of crunch. But then again, I'm the sort of math-head player who loves SR3.
I can understand the reasoning for it though. Eclipse Phase, by its very nature, is too far out there and changes too fast for hard rules to be fun at most gaming tables. So doing it the way they did is, IMO, a calculated and smart choice.
Thu, 2011-04-07 10:48
#14
Re: Playing Eclipse Phase: Rules "Crunch"
So, I recently had the pleasure of playing a one-shot with another group here in town, and the general consensus was that people love the setting, but find the rules cumbersome. The GM was even using the quickstart rules and trying to streamline gameplay, and 3 of 5 players had the exact same comment (which the GM and I agree upon - we are the other 2 of 5) that it was quite crunchy. In reflection, it was the same way with my group, although they expressed their feelings in different ways.
This isn't an indictment of the game, just some observations from both highly experienced and new gamers. We had a great time playing and despite being a dark game laden with horror, there were so many laughs to be had and we had a good time, which is the purpose anyway.
Thu, 2011-04-07 11:56
#15
Re: Playing Eclipse Phase: Rules "Crunch"
I was the GM for Monjay's game and with seriously slimed down social and hacking rules the Role Playing oriented parts of the game were great. However; the place where it seemed particularly cumbersome was combat. Not to say that combat was slow, in fact I'd say combat took less time than a 4e D&D game, but it was mentally taxing.
There are just too many decision points and associated rolls in one characters Action Phase:
1) Attacker declares, attack and ROF if ranged.
2) Determine Range Modifiers + Multiple Target Modifier +...etc
3) Attacker Rolls Modified Weapon Skill
4) each Defender Rolls Fray
5) Compare results for each target
6) Roll damage (modified by ROF)
7) Determine Defenders Armor value, modified by the attacker Armor Piercing value of the weapon
8) Calculate final damage
9) Record Damage
10) Calculate and record # of Wounds
11) Roll for Knockdown if Wound is taken
12) Roll for Knockout if Multiple Wounds are taken
Now, this isn't one person doing this, it's two, so within most steps there are questions, "What is your AP of the weapon?" "What is your Armor Value"?, etc, etc which take some time.
The good think about the damage is that a couple of bursts of 2d10+3+1d10 (kinetic pistol) will generally take down an opponent so the combats didnt last more than 4 or 5 rounds.
In my younger days I would have been all over the system and if you could find a group that loves that level of detail I'm sure the game runs great, but I'm just not into it. ANd as I said, we used streamlined rules too.
That being said, I still love the setting, I think if I ran the game it'd have be using a different rules set.
Thu, 2011-04-07 14:49
#16
Re: Playing Eclipse Phase: Rules "Crunch"
I'm still wrestling with the basically d100/skill mechanic, myself, and the 'roll low, except not too low, or you'll fail Opposed tests' phenomenon.
For the former, I find myself frequently failing things I should be considered 'reliably good at', which is frustrating. Yes, even with reasonable situation modifiers. And god help you if you try to do something you're *not* great at. Oh well.
For the latter, I think the defender is unfairly favored, because a failed attack does nothing, *and* a successful defense also negates the attack. :/ I say 'attack', but this is for all Opposed setups. It just feels very weird.
Thu, 2011-04-07 17:54
#17
Re: Playing Eclipse Phase: Rules "Crunch"
We talked this over, too. I understand why the mechanic is the way it is now, because a higher skill dictates a greater chance of success, yadda yadda, but it feels contrary to the rest of the mechanic.
We didn't feel the defenders were favored at all - with pregen characters from the book and a few three-round bursts form heavy pistols and we we able to beat 3:1 odds with only a few wounds. I felt that was good and like Raddu says, it sped the combat along.
Thu, 2011-04-07 18:36
#18
Re: Playing Eclipse Phase: Rules "Crunch"
Double Post
Thu, 2011-04-07 18:14
#19
Re: Playing Eclipse Phase: Rules "Crunch"
Yeah, we should have just said, whoever has the highest margin of success wins the opposed roll, so the better skilled person is usually going to win, but not always.
Thu, 2011-04-07 18:26
#20
Re: Playing Eclipse Phase: Rules "Crunch"
Though I'm still a week or so from running my first session, I understood the idea of 'highest success wins' (instead of MoS) in combat was to speed things up.
Did you find then that, because this is suddenly/unintuitively changing the default mechanic, this wasn't the case?
Thu, 2011-04-07 18:35
#21
Re: Playing Eclipse Phase: Rules "Crunch"
Yeah, I think I'd have to play test it because I could see, adding another calculation, slowing it down.
As you said, the sudden change of the mechanic was jarring to the players.
Thu, 2011-04-07 19:23
#22
Re: Playing Eclipse Phase: Rules "Crunch"
Personally what intimidated me about this game was character creation and then just simply the MASSIVE possibilities. The mechanics are pretty simple. Opposed is 1d100 + skill, +/- up to 60 points of modifiers. Unopposed is roll 1d100 under skill, +/- up to 60 points in modifiers. The only thing that can be tricky is deciding where you fall within that +/-60, but with time and experience even that has gotten pretty easy.
BTW, a lot of good explanations and ideas in this thread. Always a good thing.
Thu, 2011-04-07 19:38
#23
Re: Playing Eclipse Phase: Rules "Crunch"
Not sure if this is what you meant, but RAW an opposed is roll 1d100 under your skill+mods (just like an unopposed roll) but instead of MoS, the 'winner' when both rolls succeed is whoever rolled the highest. It's not 1d100 + skill though :)
Thu, 2011-04-07 20:02
#24
Re: Playing Eclipse Phase: Rules "Crunch"
Ah, your right, I guess we house ruled it to what I posted above and forgot that we did. If I recall correctly we thought having to compare to a skill + modifiers and then see who rolled highest without going over was overly complicated, so we just add/subtract everything and see who rolls highest. We do follow the critical rule though, so if the lower roll criticals, and the highest does not, the crit wins.
Thu, 2011-04-07 20:14
#25
Re: Playing Eclipse Phase: Rules "Crunch"
Yeah, see? It's pretty complex no matter what. I'm not saying the writers made the wrong call, just that I'm still wrestling with it. The 'built-in target number' is a novel system to me, after playing AD&D, D20, Heavy Gear, WoD, and SR.
Fri, 2011-04-08 02:36
#26
Re: Playing Eclipse Phase: Rules "Crunch"
The opposed test rule bugs the heck out of me, partly because I like the best case number I'm aiming for to stay the same in all circumstances... also because Eclipse Phase is what my group decided to give a shot after dabbling with Fading Suns, so we were all "Oh good, no more having to deal with a weird mechanic where you're trying to get as close to a TN without going over on percenti- DOH!" Functionally, I don't see how you wouldn't get the same effect going purely off MoS.
The other thing that bugs me with opposed tests is... the rules don't really cover how to handle every possible roll combo. I mean, if you made a table out of the attacker and defender's possible results (Wide margin crit fail, crit fail, wide margin fail, success, wide margin success, crit success, wide margin crit success) there's several cells I couldn't tell you how to fill in. If I recall, as written there's no contingency for both critting, or a crit vs. a wide margin. If these things come up, they're going to have a fairly spectacular outcome of some sort, so it'd be nice knowing just what it was.
Fri, 2011-04-08 09:19
#27
Re: Playing Eclipse Phase: Rules "Crunch"
I think if you both crit, you just resolve as normal (highest), but yes, it's pretty messy in there.
Fri, 2011-04-08 11:30
#28
Re: Playing Eclipse Phase: Rules "Crunch"
I'd forgotten about this, but the opposed test in combat also has an 'Excellent Success' outcome (p.192) which *does* use MoS. Good MoS increases DV.
* So you want to roll high to beat the oppositions roll.
* But you want a good MoS (roll low) to get +DV.
Erg. Tempted to just try from the first session using combat as a standard opposed test (with MoS).
Fri, 2011-04-08 15:25
#29
Re: Playing Eclipse Phase: Rules "Crunch"
You're right, Dramatic Exit (AFAIK, anyway). The mechanic seems to make high MoS harder for opposed tests; that could be good or bad, but it definitely a little confusing and inconsistent. :/
Sat, 2011-04-09 21:39
#30
Re: Playing Eclipse Phase: Rules "Crunch"
Yeah. This JUST now finally clicked for me now that I'm really playing with it. Visual aid here: http://www.kekkai.org/google/random/ep-attacks.png
If always rolling low was the rule in combat, as in everything else, then... anyone with a good combat skill would pretty much only ever miss, or hit super hard. The percentages all work out great here, but it STILL feels like a weird awkward kludge.
Sat, 2011-04-09 22:59
#31
Re: Playing Eclipse Phase: Rules "Crunch"
It does. It also feels like the defense roll doesn't do much; that is, it's all-or-nothing. That's a design choice, not an error, but still.
Also, it all depends. If it were 'low, but MoS reduced by defender MoS', or something, you get different results. Unfortunately, they're all complicated. The issue is the 'built-in' target number thing, because it gives opposed tests 3 different comparisons. I'm not saying it's wrong, or worse, etc., but it's certainly complex compared to D20's or SR4's more 'direct' opposed tests.