Hello everybody,
I've played or rather GMed a lot of various games and my group from time to time switch systems. I learnt about Eclipse Phase, browsed the book, read about rules etc, but still have questions and I'll appreciate your help in answering them:
1) How rules heavy is the game? I know that it is based on percentile rolls, but from what I've seen these can be modified by a LOT of things, is it a problem at your tables? Is it like with Shadowrun, where when you start adding/substracting all the changeable factors it takes a lot of time?
2)Now that the game has been around for some time, how would you judge its playability, also in the long run? Is it better for one-shot adventures, or works out also for prolonged campaigns?
3)How does it scale, character-power wise? Yes, yes, I know, hold your spacehorses. It is not DnD etc. But from my experience most games are tested and work really well for beginning and mid-power characters, and after the gears begin to grind.
4)If I wanted to sell it to players, is it a bit like Dark Heresy? Members of secret organization being sent for missions etc.?
5) Perhaps the most important question: in a review I read that all the players must be really convinced to the whole transhumanizm concept, body changing and all (and I love these). That they really have to do some work on their side of the table as well, realising these themes. Would you confirm it?
6)With all the extra sourcebooks out, which would you recommend as a must/real help?
7)Another important question: are there any published adventures/campaigns? If yes, what would you recommend?
8)How useful is the chargen software? Does it provide rules, description of items/skills etc. effectively replacing the corebook?
That's it - for now! Once again, thank you for the time to help me?
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.
Eyeing the game, have questions
Wed, 2016-03-23 09:07
#1
Eyeing the game, have questions
Wed, 2016-03-23 09:18
#2
I'm going to get to answering
I'm going to get to answering your questions, but first I would like to point out that you can download free copies of the books. The devs hope that if you like them, that you would buy them. It will help you greatly to evaluate if this game is worth it. It even includes some pregen adventures.
https://robboyle.wordpress.com/eclipse-phase-pdfs/
Wed, 2016-03-23 09:26
#3
Yes, I know :) Just didn't
Yes, I know :) Just didn't/don't have the time to read everything - I eventually will, whether we play it or not, but still I'd love to see your answers.
Wed, 2016-03-23 10:34
#4
Skie wrote:Hello everybody,
Welcome. I hope you enjoy your stay. :)
I haven't played as much as I would have liked, so I haven't quite mastered the rules. That said, I know off hand that the total bonuses in your favor can't exceed +60, nor penalties working against you can't exceed -60. So you won't be spending forever adding everything up as there is a point where it doesn't matter.
I also find that the knowledge skills can be tricky to work with as they can be just about anything with a broad or narrow as a scope as you want. How often you can use a skill, and how specific of an answer you get depends of the scope of the skill. There isn't a whole lot of help to figuring out how to use those skills, so I think a proper book on skills is much needed. The scraps throughout the books that help is too few, and spread too far apart. You practically have to invent a use for knowledge skills.
Hmm... hard to say as my lack of gameplay experience is being felt right now. New characters are built with 1000 cp, but you get a number of freebies so a new character cp total will be well beyond that. I think it is common to get 5 rez (basically cp) per story, so it can take a while to significantly alter your character. You are more likely to notice a more dramatic change if you swap morphs, implants, and gear. Bonuses from those can quickly out pace what you permanently add to your character. While a common splicer might be worth 5 cp, it has 75 cp worth of aptitude bonuses.
Playing as an infomorph, flexbot, or swarmaniod can be much different than playing as a human or even a humanoid robot. One is a digital lifeform, one is a shape changing combining robot, and another is a swarm of small robots connected by radio communication. If they needed to get around a thick door, the informorph might use the mesh to be transmited past the door, the swarmanoid might sneak through the air vents or a small pipe, while the flexbot might combine with other flexbots into something big enough to smash through the door.
Wed, 2016-03-23 10:42
#5
Skie wrote:4)If I wanted to
I would describe it as flexible. The setting has enough content where you can take things in a very different direction. Don't like the idea of being a member of a secret organization trying to keep transhumanity alive, then do something else. You can make a campaign about traveling through the pandora gates (stargates), or being a member of a Jovian task force that seeks to prevent the destruction of humanity from frankanstien freaks, or being a member of the Barsoon movement that despises the hypercorps that took control over Mars away from them. The various books have provided much material so you have a good idea of how a lot of it works. The gatecrashing book for instance has covered what they do the first time they dial a new world and why.
Keep in mind that while Firewall gets a lot of focus, it is only a small piece of the game. There are a lot of other organizations out there and a lot of powerful people. The balance of power isn't always symmetrical. Every faction doesn't always get an equal and opposing faction. The Hypercorps are powerful but there are many who don't like them, even those who are similar to them in many ways. The soul thieves (those who steal copies of people's minds) are despised by everyone. Firewall isn't the only secret organization, but many of the other ones are more localized and serve local interests.
I'm not sure if this is a big deal. There are places where there are people are trying to fight being pushed and pulled into a dark scary future, like the Jovians. They make a big deal fighting to protect the remaining survivors of humanity, by providing a safe haven from the obvious monsters and from those who would seduce others into "killing themselves" with offers of immortality and better bodies. If your players don't like being part of transhumanity, they can certainly play the game as people trying to fight it.
Depends a lot on what parts of the game you intend to use. Panopticon helps a lot with understanding how habitats and society works. Gatecrashing covers how the gate organizations work, what people tend to do beyond the gates, and what many of the worlds are like. Transhuman pushes the envelope of what it means to be transhuman further, expanding rules for infomorph (their equivalent of morphs are called Eidolons), flexbots, swarmanoid, and even pushing the limits of merging forks. It is pushed to the point where even 2 very different people can be merged even though the tech isn't ready for the job (expect disastrous results most of the time). Sunward and Rimward cover the inner and outer system of the solar system.
Wed, 2016-03-23 12:27
#6
Your reply to number 5 I
Your reply to number 5 I would have to disagree with sightly. Players need to be sold on the setting and be familiar with the tech and social precepts. the new anthology series goes a long way toward it. The one big i managed to run so far I kept on having to relating and simplifying back to Ghost in the Shell which is only one significant source EP draws off.
There are published premade adventures. Most of these are designed to be one shot and play within a convention time table:
* Bump in the Night - ran this last year pretty enjoyable but my friend face desked at the Salo reference.
* Continuity - Hopefully running this later today
* The Devotees - The authors here call me a sadist for using this as an intro adventure to people cold to the system and setting
* Ego Hunter
* Glory - Played once and is one of my favorites
* Million Year Echo - this one is supposed to not be a newbie friendly one i gather
[s]* The Stars Our Destination - I tried reading the bester novella of the same name and couldn't make it through it :P[/s]
As for how rules heavy, Arguably the most rules heavy part is character creation and infosec. However this is Your Mileage will vary concept. EP will be as rules heavy or as rules light as you and your players want it to be. Even rules non existent with the new fate conversion out :P
Apart from Grim Dark and a percentile system its not very relatable to dark heresy
Wed, 2016-03-23 11:54
#7
I call it "Delta Green in
I call it "Delta Green in Space with Transhumanism," which confuses some folks, then clarify "90% Futurama, 9% deadspace" with a lot of hidden philosophy quandaries.
I have a few players who won't even bother with the game because they are biocons and are strident opponents to anything resembling digitization of the human mind, or uploading, etc. So your players need to be at least NEUTRAL on the topics of Transhumanism or its a non-starter.
Sure, they can play psychopathic "poly-"theists but heaven forbid they roleplay in a world with uploaded minds.
—
Exhuman, and Humanitarian.
Wed, 2016-03-23 12:26
#8
Made a mistake, Stars our
Made a mistake, Stars our destination is a source book not adventure :P
Wed, 2016-03-23 12:46
#9
Its a what now? A setting
Its a what now? A setting book? But "The Stars Our Destination" sounds like a good adventure name. If I didn't know that then maybe I should go read it now. It doesn't look like it'll take me long.
Wed, 2016-03-23 13:06
#10
Thanks for the answers so far
Thanks for the answers so far! I love sci-fi, read Richard K. Morgan, Reynolds, Kim Stanley Robinson, Hamilton, Simmons and countless others including classics like Henlein, Lem.. ok, I'll stop. Many of these have transhumanism themes, and from what I've seen inspired the game's authors (and I do like "the Stars Our Destination"a book by Bester.)
Unfortunately, my players are not so much into sci-fi - they just like playing RPGs, they are busy and can't spend a lot of time reading about the setting etc. And as uwtartarus pointed out above, there might be a "moral" issue - I think I'll have to probe them first about their approach to transhumanism etc. And start with an introadventure...
But, continuing with my questions: What is the best thing and the worst about the game mechanics? What is the best thing and the worst about the setting?
Wed, 2016-03-23 14:44
#11
Best and worst thing about
Best and worst thing about the mechanics for me is the same: the percentile. It's easy to calculate and roll, but it means that, in unopposed rolls, generally players have no incentive to make characters try to do things that they're not over 50 at.
As for the setting, the best thing is the breadth of what's going on. While the metaplot is structured towards a conspiracy horror, the far future of man (& etc.) is detailed far beyond what you need to do just that. If you want a straightforward sci-fi adventure, you can do it. Detective story with a futuristic twist? Sure. Spy drama or military action? Included. And you can do all of those things without having to force dark conspiracies or Lovecraftian horrors on your players.
The worst thing for me about the setting is that, for all the detail about life post-Fall, some economic things about the scenario are left frustratingly vague. If Firewall or some other group is providing your food, equipment, and express orders, then this isn't important, but if your players are independent contractors (or have their own corporation) and like to sandbox a little, you have to invent a lot of corporate/"international transactions" law to make things work.
Wed, 2016-03-23 15:00
#12
Skie wrote:
1) Having GMd it for a year at GenCon plus a couple of times for a regular group, I will say that in honesty it's as rules-heavy as you want to keep it. There are a lot of rules, but at the same time there's a great deal of flexibility in being able to handwave stuff in favor of plot and story. Even experienced GMs miss things from time to time, but it doesn't really interfere with the flow of the game.
2) It works well for one shots, but I find the best and most immersive time was running a campaign, because the game rewards GMs who feed off player choice.
3) I can't really say 'scale', because bad rolling can wreck anyone in a hurry - bullets and lasers hurt bad, even for battle tested characters. TPK's are not an uncommon finish to a session. Players don't get too frustrated, though, because death is not forever - more like last Tuesday. Literally. There's no power creep that I've ever found in the game, given how slowly points are handed out.
4) That's generally the idea behind being Firewall agents. The system is flexible enough, however, that we've had described to us by other GMs running 'Sanford and Son in Space' and it works.
5) Players HAVE to learn to understand that the body is another piece of gear, and can change from day to day. You HAVE to hammer this home with them. Nothing hurts more than losing a couple hundred character points because you lost your body or had to leave it behind in a hurry.
6) For a beginning campaign? Sunward for the GM. Transhuman for the players, especially if a point buy system is rough for them.
7) Yes, there's several published by Posthuman and a ton of player created/distributed stuff. Anything you see by one Anders Sandburg deserves extra mention.
8) It's good, it has very detailed explanations of the gear and skills. I find it a bit too generic and clunky for my taste, but under the hood it's pretty solid.
[/quote]
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The dog ate my signature
Wed, 2016-03-23 15:04
#13
Skie wrote:Unfortunately, my
Hmm... You might want to ask them how they feel about a game that allows the following:
-How do they feel about having their mind moved from one body to another?
-How do they feel about having backups of their mind so if they die, someone can load up a backup?
-How do they feel about having multiple copies of themselves running around?
-How do they feel about having implants allow them to access the internet with a mere thought?
-How do they feel about having an AI assistant in their head?
-How do they feel about being a digital lifeform, or residing in bodies that are not humanoid?
-How do they feel about allowing characters to change race and gender by changing bodies?
-How do they feel about changing their minds with psychosurgery, to fix minor problems or to become someone else?
I tried to order the list from least offensive at the top to more offensive at the bottom. Feel free to change the order if you think it works better. Try to ask those questions one at a time. You are trying to sense how far you can go, and which directions you can go, not bombard with the whole setting in one go. You might want to skip over possible evils, like stealing egos and putting them in a torture simulation, as that is probably a moral line you don't want to cross when you are probing.
Also note that some of those things can be hand waved out any game you play. You could disallow psychosurgery, get rid of mesh inserts and muses, and assume all morphs are humanoid without wrecking the setting. Some adjustments would need to be made but they don't seem to be critical. You could remove the Scum and replace them with another group if the players doesn't like people who like do taboo stuff. Mind uploading techs and backups are important to the setting so it is hard to do without out them. The rules are built in such a way that characters can easily be killed, so backups might be the only reason why players are not creating new characters every session.
Your players might change their minds later, so a game might start out where mesh inserts and muses were removed, but later when they grow more accustomed to a high tech future, they might start asking about more gear like a computer in their heads or AI assistants. You could then add mesh inserts and muses back in and everyone pretends that they were always there.
The best of the rules? They pushed the envelope of what you can do with RPGs and transhuman rules. Before Eclipse Phase, I had an itch I couldn't scratch. Most RPGs I've read that dabbled in this stuff either did so in a shallow manner, or adopted the "cybernetics eats your soul" stance to augmentation. You had to give something up to get an advantage. It was hard to get ahead. It was hard to do anything but the same old. If there was an RPG that did what Eclipse Phase does before Eclipse Phase did, I clearly missed it.
As for the worst? The D100 system doesn't appeal to me. It doesn't support the idea that characters can grow in ability to infinity in the same way that DnD 3rd edition did. It all has to fit into a 100 point system with bonuses and penalties unable to exceed +/- 60 points. Most field skills don't help either. The list is supposedly infinite but there are so few guidelines. Something that I found is, the skill themselves don't do a lot in explaining how to use them. Like, what is cool hunting and how you would turn that into a skill? Is it worth making into a skill? The field skills might only list the fields without explaining what they are. Instead, a number of other rules will say you need this skill do this and that skill to do that. It is hard to find them all and find the gaps.
Best of the setting? The best is flexibility. This game is not a one trick pony. It can be turned into many things. You can ignore the default campaign and focus on a different faction or location. The material provides plenty of inspiration. I've already given a few examples of just that. It also pushes the envelope of what a RPG can do with Transhuman material. Most RPGs seem to assume that everyone is still going to be human in the 1000 years.
The worst of the setting? I don't like the Grim Dark aspect of the setting. Transhumanity faced near extinction about a decade ago. Many transhumans are not sure if the TITANs are coming back to finish the job. Many wonder how far away transhumanity is from extinction. Those who fight existential threats in secret know how close extinction is and how easy it is to justify killing thousands or even millions. It is psychological horror game, something which can eat away at the hope that there can be a better tomorrow. Mind you, you need conflict for most games, but when physical death is no longer a big deal, there are few places left to go other than destroying your mind...
Wed, 2016-03-23 15:17
#14
Quote:But, continuing with my
The best thing is the mechanics at their base are very simple. The actual mechanics of what/how you roll are exactly 14 pages in the core book. The worst thing is (if you're a guy who hates blowing rules), there's a lot of conditional modifiers, and you WILL miss some. If you hate rules lawyers, and you have that guy who will scan the book for everything and anything, it can really slow your game down.
As far as the setting goes, they've packed in so much to do and so many potential plot hooks you could spend years in one small area of the solar system and ignore everything else and never miss it, or you could take a Grand Tour and blow minds with the sheer scale and ingenuity of it all. That's the best. The worst is that it's easy for players to decide nothing they do much matters, as so many of their enemies simply pop back up just as fast as they can resleeve from backup, and so little can be moved despite their best efforts. It can be as frustrating to players as Purist Call of Cthulhu or Delta Green can get.
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The dog ate my signature
Wed, 2016-03-23 18:41
#15
well just wrapped up
well just wrapped up continuity a couple hours ago. pretty fun. got my player's really paranoid about the environment. they did get stuck a little bit trying to figure out what to do next.
I did the whole thing without a roll gm side :P
Wed, 2016-03-23 19:10
#16
Wow this community and forum
Wow this community and forum is anoter - huge- argument for picking this game :) Such detailed answers! I will definitely try the game out, perhaps when my regular group is on holidays etc. For now we're playing Numenera, which might be a bit too similar as far as the setting is concerned. I love the mechanics, though... Anyway - I shall return here with more questions! Thanks!
Wed, 2016-03-23 22:09
#17
please do, we're constantly
please do, we're constantly bored :p
Wed, 2016-03-23 22:50
#18
Skie wrote:. . .5) Perhaps
http://eclipsephase.com/animists]the Animists[/url].
Actually, I have had an idea for a bioconservative sect that might be useful to you if you have players who have difficulty with the transhuman aspects of EP while still gaining pretty much all of the benefits; [url=—
My artificially intelligent spaceship is psychic. Your argument it invalid.
Thu, 2016-03-24 19:02
#19
Quote:well just wrapped up
Yeah, that paranoia makes it essential to talk through the pros and cons and risks and rewards of using the mesh in *normal* areas like habitats and so on. I spent the next few sessions after Continuity reassuring my players that, no, they didn't need to set up line-of-sight laser pulse comm gear or use hardline tethers to stay in communication while walking through a large, secured habitat.
Thu, 2016-03-24 19:28
#20
I still have to doublethink
I still have to doublethink any use of AR and common mesh activity, all of my players are working to disable their mesh stuff constantly.
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Exhuman, and Humanitarian.
Fri, 2016-03-25 04:59
#21
One more question: how smooth
One more question: how smooth combat is? I'm reading the rules (granted, reading and playing - totally different things) and I see that each character's round involves 2 rolls (the char's and the opposed), plus rolling damage. If some PCs/NPCs have more than one action per round, or their action involves several rolls, and there are 5 players at the table and for example 5 opponents - those 3 sec. in-game rounds can stretch considerably. Yes or no?
Is there a "minions" rule?
I also noticed there no sample NPCs in the book, which is a major disadvantage for me. Is there a book with typical NPCs etc.? You know, sample scum, sample space pirates etc.
Fri, 2016-03-25 06:34
#22
I find that combat flows
I find that combat flows smoothly, once the group knows what they're doing. I'm not sure what you mean by a minions rule, but I'm pretty sure its not a rule.
There is a pdf-only supplement, NPC File, that presents sample NPCs, but honestly, you can just assign a value to a skill that an NPC would have, and figure out what morph they are in, and you're good most of the time.
—
Operator of [url=http://eclipse-phase.wikispaces.com]Chuck's Eclipse Phase Wiki[/url]
Fri, 2016-03-25 07:16
#23
Minions - in some games (e.g
Minions - in some games (e.g FFG's Star Wars, 7th Sea) it is a class of NPCs that are very easy to kill, but in numbers are still a threat. (Think: stormtroopers in Star Wars).
Another question: how smooth changing morphs is? For example during a game players come up with a plan that involves changing morphs (and they have access/money to do it). What follows is a 30 minute break when we read up on all the new implants etc. Yeah, after 10+ games we would know most of these, but while changing morphs is one of the game's pillars (or is it?) I'd like to know how you guys do it? Between games? Have cards with morphs and descriptions of involved implants ready?
Fri, 2016-03-25 09:50
#24
mechanically swapping morphs
mechanically swapping morphs can take up to an hour of game time, more if the plot demands it :P Mechanically there are only 2 rolls when switching, continuity and alienation. My continuity players rolled horribly on alienation and one had a really bad continuity roll. She woke up screaming }:D> But indeed the reading up on the implants and such is really just the learning curve of the game. I want to say most are self explanatory or easily categorized. Still there is less items to memorize than your average game of pathfinder and certainly less than shadowrun.
Combat is quick and brutal. Morph speeds complicates things a little bit but they have alternate rules in the book to stream line it if you wish. the only thing that really slowed down my combat sections was remembering wound and moxie mechanics
Fri, 2016-03-25 10:22
#25
Tangentially related to morphs
It could actually be pretty funny to introduce a group to Eclipse Phase by starting with a Paranoia campaign, and then transitioning to EP when they manage to break out of Alpha Complex (whereupon they discover that Alpha Complex is either a really disfunctional hab floating around somewhere, or worse actually is a bunker on post-Fall Earth that missed the whole thing because of how Friend Computer kept it isolated).
Paranoia would even give them a relatively soft introduction to the concept of backups/resleeving, though the transition from Alpha Complex to, say, Extropia might be a little jarring. Of course there'd be the usual downsides of running a bait 'n switch like that, along with the problem that the starting scenario would basically force everyone to start as humans (though if everyone wants to roll humans anyway that point is moot).
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End of line.
Fri, 2016-03-25 10:32
#26
ORCACommander wrote:
That's my another question - related to the minions, combat length etc. - how deadly is the game? Are PCs heroes or they're like everybody else (meaning the opposition here, not civvies ;)). Is each combat a threat (Cyberpunk), or is it more starwarsy style?
Fri, 2016-03-25 11:07
#27
Yes new person! Hello new person!
I'll answer these two at once, because in my mind they're interrelated.
EP is nowhere near as complex as it looks – it all boils down to "roll as high as possible without exceeding X".
Pretty much everything else is reflected in modifiers from -60 to +60, and that's it.
A big chunk of the game (in my eyes) is having the players trying to get thier effective score to 100, and so long as you're "expecting" it it's pretty easy to control. "More powerful" characters simply have more flexibility with what they can do.
This does mean you need to base your storyline/encounters of the idea of them succeeding on Rolls, but you still get to determine what that means – rolling well doesn't mean squat if they make the wrong decisions.
"Delta Green" meets Mass effect by way of "Saints Row 3 & 4".
Or: Terminator, Robocop, and Ash from Evil Dead team up to fight Robo-Cthulhu. They are the last, best hope for humanity.
Also, you can be a Psychic Poledancing Transformer. Seriously.
Sort of!
As your players are willing to accept that they "work" and are used commonly in the setting you should be fine. Even in the setting proper there are multiple points of view on the various technologies/philosophies involved.
In my experience prospective players are a lot more accepting if it's clear that the characters in the game don't necessarily have any more answers tham they do.
Imo EP is at it's best when you're showing both sides of the coin.
It can also help to use a Fantasy equivalent – Resleeving becomes Druidic Reincarnation, infomorphs are Ghosts, that sort of thing.
I recomend Transhuman, then Sunward, Rimward and Firewall.
Best thing about Mechanics: Flexibility. The basic system is really easy to get a grip on, but once you're comfortable there's a lot of things you can build upon or alter as you see necessary.
Worst thing about Mechanics: Character Creation. Standard character creation is unholy monster that eats entheusiasm. For the love of Tungsten keep your players away from it until they're hooked – use pregens or the alternate versions in Transhuman instead.
Also, the Gear section and Melee combat are a mess. They really need an overhaul, but this is more of an irritation than an actual problem.
Best thing about Setting: Anything you want, you can include. You can run games of different genres and styles seamlessly, even flipping between them in a single campaign without breaking a sweat.
Worst thing about Setting: The Faction writups are universally two-dimentional, at least at first glance. This is great for you making your own stuff, but terrible if you'Re trying to run it straight.
There are usually details which give a bit more depth, but you have to actualy go looking for them.
There are quite a few threads discussing this, if you're interested.
Combat is usually pretty quick because it's lethal as [Redacted]. Almost all ranged weapons can be fired twice as a single action, and have the potential to one-shot your average morph. Resleeving makes this less of a deal, but still.
This also makes explicit Minion rules a bit redundant but there are definately ways to fill the role.
Yeeees-ish. It's a defining element of the setting, but how much it comes up in play is entirely up to you and your group. If your campaign involves a lot of travel or a player really gets into it then yeah, but otherwise it shouldn't necessarily come up in play... unless one of the characters dies and needs a new body to if they're going to keep contributing, and then you're perfectly in your rights to give them either a shoddy version of the one they had or a basic model with no frills.
One thing I will recommend is that you look at the "Spare" synthmorph – it's a good standby.
—
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few.
But what if we never need to feel weak or morally conflicted again?
Fri, 2016-03-25 11:49
#28
Skie wrote:ORCACommander
When i ran devotees, one of my players was using the social escort pregen. He was used to playing mele characters and tried to close with Dong. He took rail gun rounds all over the torso. Not an instant kill but the wound system incapacitated him for a long while in a healing vat.
In general though i would Say the Opposition is supposed to be on par with the PC's. Where things differ is in how the teams are specialized. A standard firewall game will revolve around sentinels. Sentinel teams are usually a balanced collection of specialists since their goal is investigation. Their general opposition until they get into the eldritch horror stuff are light duty security teams, robust information security and general detective work. an Erasure squad based game the PC's are going to be avatars of war and destruction and reap through all but heavy response teams and military with relative ease, until they meet exsurgants :P however they are still not invincible and the right weapon in the right place can make a difference.
For a sentinel game and 5 pc's i would have at most 2 combat monkies on the team with the other 3 filling in social tech and procuring specialties. Oddly enough because of the highly lethal combat and tendency towards specialization this system offers it this is a system/setting where i would encourage the party to split into teams for various tasks.
Fri, 2016-03-25 16:47
#29
Skie wrote:Is there a
No. In a way the PCs are the "minions". Combat is lethal and it is possible to carry weapons that can cause serious harm even to a Reaper. Further more, the PCs are unlikely to have the home field advantage as they often have to be farcasted into a habitat and somehow have to get weapons without being stopped by the local police. On the other hand, their foes will likely would have had the time to collect and make gear, and even do the paper worked needed to legally own and use them. On those grounds, you shouldn't pick a fight with Direct Action.
In a default Firewall campaign, the PCs are investigators, not trouble shooters. If they can report back about a problem, the conspiracy can deal with it, deal with it using the right amount of resources, and keep trying until it is dealt with. If the PCs get killed before reporting back, the conspiracy learned nothing, have the disappearance of the sentinels to look into, and possibly have a threat that can act or go into hiding without opposition while the conspiracy is still figuring out what has happened.
The PCs should avoid fights. They should play unfair. They should fight smart. They should attack from surprise, set traps, pit enemies against each other (especially if they are better armed), etc. Be diplomatic. Most importantly, keep a low profile. Getting the local authorities or even a whole habitat turned against you is going to make you day very bad very fast.
There is a source book for just NPCs. Unfortunately, there is no standard for determining what your average NPCs should be able to do.
You could work around the problem if you keep in mind that skills of 40 is considered the professional level. Your mooks should have less than that, anyone who has recently came out of boot camp or a school should be at least 40, and anyone skilled should have more than that. You don't really need to generate NPC stats in advance if you have a general idea of what an NPC should be good at and what skills work well together. Generate the numbers as needed. In fact, you can skip skills if you opt to determine in advance that certain characters will automatically succeed or fail certain things (like find the information that the PCs are asking for), reserving skill tests for when there is any doubt to what the outcome will be.
Fri, 2016-03-25 16:48
#30
Skie wrote:Another question:
Resleeving rolls start with 45. This is because the rolls start with certain aptitudes * 3, with the transhuman aptitude average being 15. If you stuck with that alone, then most transhumans will find resleeving to be stressful and a bit awkward.
However, there are modifiers that can push the odds in either direction. Sticking with morphs that they used extensively in the past adds a +30 modifier, which gives the average transhuman a 75% chance of resleeving without trouble. Add in a clone of prior morph or morph that they are raised with bonus, a +20 bonus for a total of 95%, then you are all but certain to resleeve just fine. On the other hand, sleeving into a synthetic morph, resleeving into a different gender morph, or even resleeving into something exotic is going to give you not only a bad day but probably a bad week. It should show you how much you can push the odds in your favor. If things go badly you could wait a week for penalties to vanish or even try to resleeve again if things prove to be that bad.
However, the PCs are not likely to be average. The adaptability/morphing disorder traits can shift the odds for any morph, while the right at home trait can remove the need to roll altogether. The PCs can also have higher aptitudes, something small like a 5 aptitude points higher than average will net you a 15 point shift in you favor when resleeving.
Sat, 2016-03-26 02:27
#31
Combat really depends on the
Combat really depends on the enemies, but really leans towards all combats being dangerous. Definitely more cyberpunk than star wars. Cover is practically mandatory, and well kitted out combat characters are walking TPKs.
I had a well built mercenary (Chimera from Chain Reaction, if you're curious) kill everyone in a 4 person party except the swarmanoid (who survived by splitting their swarm across multiple city blocks and having the survivors regroup at a pre-programmed location an hour later) in 3 action phases, so not even one full turn. They got caught in a poor spot, and lost initiative when they really needed it.
That said, at longer ranges, and with more cover, combats can actually become fairly prolonged, as each side tries to get around the other side's cover land their killing blows. It feels kind of like XCOM, but sometimes with a lot more explosives. That said, my party is rather power game-y so there's a lot of reserved actions and interrupts being used, which I think lends to that feeling. The above near-TPK happened at less than 10 meters range in a single room, only one PC was in cover, and Chimera used their movement to get a flank, even a little cover would have made that take longer, and longer ranges almost always mean less damage being done, and easier access to cover.
Minion rules are pretty easy to implement, just make characters who either need to take 2 hits to go down, or take a wound. Scale difficulty with wound threshold. Typically most people will stop being combat effective after their second wound, either due to penalties or low DUR, so that makes minions about half as tough as a normal low-end enemy. They don't exist by default though, and would still be a serious offensive threat, so having them swarm can still be really dangerous.
If the PC's are special, it's because they're well geared combat specialists. Well geared NPC combat specialists will match them, and step all over less combative characters.
As an example, poorly-kitted out combat characters, or not really combat characters tend to be some variation on "armed person like thing" with varying degrees of skill. (really) Well equipped combat characters are near-invisible walking and/or flying tanks with enough firepower to flatten a city block, haloed by a swarm of sensors feeding them 360 degrees of wall penetrating hyperspectral data, the reflexes to react to bullets as they travel (though not move a lot), and who've had their fear reflex, kill-stress, and sense of mercy psychosurgically removed. Mind you, that's probably 150k+ credits to pull that off, and a suitably brutal ego to pilot that machine, but the gulf is huge. They might be an uplifted killer whale even, as they make great fighters.
It depends. Switching is pretty quick, depending on how many skills are morph adjusts, and how the characters note down skill totals. If you're actually rewriting all relevant skill totals when an aptitude changes it can take a while. You don't need to though, and the morph cards can help track that (Personally I write down intrinsic skill totals without morph mods, and do the math on the fly). Besides skill totals changing, it's basically 2 or 3 die rolls with a table to reference.
That said, if you need to look up what everything does, that can slow the game down, but once you're familiar with the common mods it's pretty quick. The really slow part is if the players have a lot of customization options, as they can take a while to look through and pick out the stuff they want. Naturally, that doesn't always happen. A lot of the resleeves I've dealt with during play have been emergency body replacements, which tend to be sketchy stuff like running an infomorph on a Guardian Angel bot, or locally found morph, and those typically don't have a lot of customization choice.
Sat, 2016-03-26 11:42
#32
Wow, more great answers. One
Wow, more great answers. One more question about combat: is there even a point in melee combat/unarmed combat skills? I know they're there, but given all the advanced tech it might be better to shoot things up. Of course, there might be a scenario where weapons are not permitted etc. but that would be a special case. In other words: I have a player who loves playing melee/unarmed combat PCs, would he have fun in EP?
Enough about combat: what about hacking? I've skimmed the rules and it seems less vague that hacking in Star Wars (where wireless connection is or is not) but also less complicated than Shadowrun 4e. When the hacker PC says: I hack this Whatsit, do other players take a break and go out for snacks? ;) Is hacking in combat to support the team a viable option (naturally if the environment allows it)? Tell me please what it looks like in your games.
Sat, 2016-03-26 12:26
#33
Quote: Wow, more great
http://eclipsephase.com/combat-hacking-unprepared where the regulars on this forum helped me suss out what kind of things a combat hacker could do to be effective without having to engage in those time-consuming intrusion checks, and it's totally worth your time to read if you think it'll be an issue.
For non-combat hacking, I whipped up a handy chart for my players that you might find useful:
[img]http://i.imgur.com/UXLkV5B.png[/img]
Sure, but it depends on how it's treated. A character that's frequently getting into unexpected scrapes with street thugs, engaging in up close and personal wetwork with the element of surprise, etc? They can get a lot of mileage out of a combination of (say) Eelskin and a wasp knife loaded with some nasty paralyzing nanotoxins. One of the PCs in the game I run is a classic social operator, with loads of skills in deception/persuasion/kinesics/etc; she doesn't waste her time running and gunning, BUT she's got a 50 in 'exotic melee weapons: monowire garrote.' It's an easily concealable one-shot weapon that does an insane 3d10 damage with 8AP. Take someone off guard with it and you're almost certain to give a wound (or two) with one attack. She's even used "aimed attacks" to take off an NPC's head when she had the element of surprise.
The big problem with melee combat is that barring exceptions like that, damage output is just never going to be as high as (say) a combat rifle loaded with armor piercing rounds fired on full auto. In addition, when dodging ranged weapons, a character only gets to use HALF of their Fray skill level. In melee combat, they get to use their full Fray. I think that's fitting in a modern/post-modern combat environment but it can take getting used to for anyone used to playing a "barbarian bruiser" in other systems.
Hacking is awesome in EP; COMBAT hacking takes a little more care. The big problem is that a lot of hacking tricks require an "intrusion" test to get access to a secure server, and that's at least 1-10 minutes. In combat time, that basically means sitting out of a fight. There's a great thread here:
Sat, 2016-03-26 19:37
#34
Skie wrote:Wow, more great
Melee and unarmed is definitely generally weaker than ranged combat, but is still useful. It's not usually a good thing to build a character around, unless you're making an athlete or something, but the investment is pretty small. I personally think that some of the melee skills can be collapsed into each other (blades and clubs is a silly distinction IMO) to make them less expensive. It's pretty easy to make melee do a lot of damage by using several weapons. It's almost always possible to make an unarmed attack with a weapon for an addition damage die, and extra weapons/open limbs can give up to 3 damage die. Mostly melee suffers because it's not as easy to pick up a lot of attacks as ranged combat, and has trouble getting armor pen. There's also the issue of needing to get close when cover is so important. Still, it's quiet, and easy to do in areas with limited weapons which makes it attractive to people who don't have the luxury of a full armory and official sanction.
Hacking is pretty fast once you get used to it, but poorly presented in the books. Hacking cheat sheets are super helpful. It's pretty quick unless you get into a protracted fight with similarly matched hackers and defenders, in which case it can take a few minutes. Hacking, as in intrusion, is hard to make useful in combat without some serious prep like installing backdoors in the enemy before the fight. It just takes too long most of the time, but with heavy investment, can be done in combat relevant time, but you basically need to be a speed boosted infomorph who's also super good at hacking.
There is a lot of hack-y stuff to do in combat though, like stealthing your team's signals, and jamming the enemies, or similar.
Generally hacking does mean the other *characters* will be taking a short break though, as it typically takes 5-10 minutes to break into a system.
Tue, 2016-03-29 10:00
#35
Once again, thank you all for
Once again, thank you all for taking time and provide answers. Now I can refer my players to this thread but/and I'm pretty sure they'll want to try EP out at some point in the future. I recently found a one-shot adventure where all the PCs are forks of the same person, it might be an excellent intro into the world.
One more question about game mechanics (just a minor point): have you ever tried making weapon damage a fixed value? For example, a weapon that deals d10 dmg, deals 6. I've found out (while GMig DnD5 and Numenera) that it a)speeds up player's turn b)makes combat more predictable in a good way - players facing a guy armed witha a combat rifle (to put it in EP costume) will know what they're risking and won't do stupid things counting on the opponent rolling poor damage. Just musing.
Tue, 2016-03-29 11:07
#36
Well, my players like rolling
Well, my players like rolling for stuff and especially rolling damage, but those fixed damage values are already in the book! Just look at the tables on pages 335 / 336 (4th printing) under the heading "Average DV".
—
[i]"You're gonna carry that weight"[/i]
Tue, 2016-03-29 16:20
#37
I haven't done that because I
I haven't done that because I like damage rolls, but the game gives every weapon a fixed damage value.
Tue, 2016-03-29 17:11
#38
Average damage for a plasma
Average damage for a plasma rifle falls just short of what is needed to one shot a Case morph. You won't be turning Cases left and right into molten metal if you opt for average damage. Mind you, they won't be doing much with the damage they do get.
Wed, 2016-03-30 11:05
#39
Too much RL ATM. Also, acronyms are fun.
Going back for a sec, it's occured to me that there's absolutely a group that would fulfill the "Minion" design space - Drones/robots, Delta forks, Smart animals and Basic AI.
They all have skills that cap around 40 (with some exceptions), and in-setting are largely disposable.
More importantly, basic AI can't default on skills they don't have and most of them don't have Fray, so even if their durability/armour is comperable to normal NPCs they're going to go down fast.
Actually they will, thanks to the Concentrated Fire rule - if a Beam weapon fireing Semi-Auto hits with it's first shot, the wielder can ignore the second shot to double the DV.
In other words, the Plasma Rifle can be considered a single-shot weapon with a -8 AP dealing 6D10+40 damage, with an average damage of 73.
Plasma rifles aren't so much firearms as portable artillery.—
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few.
But what if we never need to feel weak or morally conflicted again?
Wed, 2016-03-30 11:49
#40
An interesting datapoint.
Huh, I'm not sure how I missed that rule. It sure adds an extra dimension to consider, on lower-power scale, when I'm trying to decide between a rail rifle and a laser rifle for my drones...
Edit: though I guess the particle bolter is probably a more accurate comparison to a rail rifle in terms of damage potential.
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End of line.
Thu, 2016-03-31 21:12
#41
Skie wrote:One more question
The need for close combat is a "special circumstance" only when you make it such. Eclipse Phase is a semi-hard sci-fi game where there are plenty of space habitats with narrow passageways and small rooms where a knife can be just as handy, if not more, than a microwave pistol.
Furthermore, in the open areas of space, a highly maneuverable morph with great skill in Freefall (and some sort of propulsion) might well be able to zig-zag charge to close range against someone trying to line up a shot with a regular or energy pistol or rifle (harder to dodge the seeker weapons).
Plus, if you play the "horror" aspect, there are things that will just jump out at you right from the ceiling and range isn't an issue...