This is the feedback thread for the The Mesh chapter, updated on May 29th.
It can be downloaded as part of the EP2 Open Playtest at: http://bit.ly/ep2playtest
We are getting down to the wire for this playtest. This is likely to be the final update to the Eclipse Phase Second Edition playtest. At this point, core mechanics and major features are locked down. Things to look for:
• Numbers and terms that are inconsistent or seem off-base with each other
(IE: a number/rule/term was updated in one chapter but not in another, or a number in text that contradicts a table).
• Unclear wording or explanations, typographical mistakes.
• Rules that are easily exploitable that lead to un-fun game situations, characters mechanically hogging the spotlight, etc.
• Places that should have cross-references (“p. XX” references) to other sections but do not OR vice-versa — places that seem to have excessive cross-refs.
Please exercise restraint in back-and-forth posting in this thread.
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.
May 29 - The Mesh - Feedback Thread
Tue, 2018-05-29 17:53
#1
May 29 - The Mesh - Feedback Thread
- Nothing happens - no alert, and the action has no effect
- The action fails, and an alert is triggered if the defender's roll was higher than the attacker's.
There's a minor issue of when the Trying Again rule takes effect. Obviously, I don't expect this to take effect in combat (if you shoot and miss, your next shot doesn't take a penalty). Perhaps it's intended to apply in the case of hacking, though. There's some merit to repeated attempts having less chance of success in that context. If that's the case, ideally the deadlock or no effect results wouldn't trigger the Trying Again rule.