Hey all,
I've started building a replacement percentile system for Eclipse Phase (and to circumvent EP's chargen).
The whole document is up here: https://docs.google.com/document/d/1G8LrO1-IRCQqBa1JdAB8BpqOe5WEzo7D8mqY...
The adjusted character sheet is here (with minor formatting glitches): https://docs.google.com/spreadsheet/ccc?key=0AhE4tE_TeM4MdGZPZ3JwZnRFOS0...
Any constructive criticism would be appreciated.
Cheers,
Chris.
Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.
Replacement percentile system
Wed, 2012-02-29 04:46
#1
Replacement percentile system
Thu, 2012-03-01 07:36
#2
Re: Replacement percentile system
Very interesting, I definitely like the simplified character creation and the reduced number of skills. Reminiscent of minimalist games, which are enjoyable. I would say that the current draft of the mechanics are quite confusing, however. I couldn't quite make heads or tails out of character creation, as I can't figure out how to calculate hard numbers in order to calculate tricky numbers. It's like there's a chart missing.
Also, I think you should rethink the aptitude max to modifier mechanics... few morphs have a 40 aptitude maximum, so the majority of characters will have constant penalties. Instead, I might recommend setting the 0-point at 30, then granting bonuses for an aptitude maximum higher than that; a penalty for aptitude maximums lower than that.
But keep at it. A couple of my players have asked me about converting the whole game to Shadowrun's mechanics, and I'm getting very close to that decision. Who knows? One of us might inspire Posthuman as to what 2nd Edition Eclipse Phase should look like.
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Thu, 2012-03-01 09:50
#3
Re: Replacement percentile system
Decivre wrote: "Very interesting, I definitely like the simplified character creation and the reduced number of skills. Reminiscent of minimalist games, which are enjoyable. I would say that the current draft of the mechanics are quite confusing, however. I couldn't quite make heads or tails out of character creation, as I can't figure out how to calculate hard numbers in order to calculate tricky numbers. It's like there's a chart missing.
Okay, not a problem. Example time: Euclid Privaat spends his 8 Kinetics Control points and his Hard ratings look like this:
Athletics: 2
Fight: 0
Shoot: 4
Stamina: 2
His Tricky number is the highest number of his Hard numbers -- in this case 4. SO, 4 is added to all those Hard numbers to work out the Tricky rating. Privaat looks like this:
Athletics: 2 + 4 = 6
Fight: 0 + 4 = 4
Shoot: 4 + 4 = 8
Stamina: 2 + 4 = 6
Then we look at his Hard numbers again but this time for the lowest. The lowest is zero (Fight) so we ignore that and find 2. We add 2 to all his Tricky number ratings to work out his Easy ratings, like so:
Athletics: 6 +2 = 8
Fight: 4 + 2 = 8
Shoot: 8 +2 = 10
Stamina: 6 + 2 = 8
All his Hard, Tricky and Easy numbers look like this:
Athletics: Hard 2 Tricky 6 Easy 8
Fight: Hard 0 Tricky 4 Easy 8
Shoot: Hard 4 Tricky 8 Easy 10
Stamina: Hard 2 Tricky 6 Easy 8
When do some trickery and convert all his numbers into percentages, his Kinetic Control skills will look like this:
Athletics: Hard 28% Tricky 64% Easy 82%
Fight: Hard 00%* Tricky 46% Easy 82%
Shoot: Hard 46% Tricky 82% Easy 100%**
Stamina: Hard 28% Tricky 64% Easy 82%
* At zero percentage Privaat has no Hard rating in Fight. The best he can roll is Tricky.
** At 100% in Shoot, Privaat just rolls and checks his rating -- he can't fail (unless he's penalised)
Decivre wrote: "Also, I think you should rethink the aptitude max to modifier mechanics... few morphs have a 40 aptitude maximum, so the majority of characters will have constant penalties. Instead, I might recommend setting the 0-point at 30, then granting bonuses for an aptitude maximum higher than that; a penalty for aptitude maximums lower than that."
I actually do not like the Aptitude Maximums at all and I will probably only use them for for resleeving. Although, if I keep them, I'll use your idea and grant a +1 bonus for 35 to 40 maximums. And I'll only leave it for Kinetic Control skills.
Decivre wrote: "But keep at it. A couple of my players have asked me about converting the whole game to Shadowrun's mechanics, and I'm getting very close to that decision. Who knows? One of us might inspire Posthuman as to what 2nd Edition Eclipse Phase should look like"
Hah, yeah, I'll keep banging away at it. Playtest is on Monday. The other option is BRP (which is what I was going to do but went this way instead.) I have some BRP conversion notes lying around on my PC's hard drive.
Thanks for the input. I need my document has a lot of weak points and needs a complete second draft overhaul.
Cheers,
Chris.