Author Topic: A Time of War 2nd edition?  (Read 46654 times)

Paul

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Re: A Time of War 2nd edition?
« Reply #90 on: 04 August 2019, 10:53:52 »
Wow that was quick.
That one statement ended any interest I had in the new RPG.

Eh, I'd say give it a chance. Phil had some really good ideas. There should be a QSR in the near future, seems worth it to at least give that a read through, no?

The solution is just ignore Paul.

Daryk

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Re: A Time of War 2nd edition?
« Reply #91 on: 04 August 2019, 11:15:38 »
If it's free, sure.  But from what I've heard of the system, AToW will remain my cup of tea...

monbvol

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Re: A Time of War 2nd edition?
« Reply #92 on: 04 August 2019, 11:20:28 »
Unfortunately every Cue system I've looked at has been a complete and utter turn off for me so I don't expect this to win me over.

victor_shaw

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Re: A Time of War 2nd edition?
« Reply #93 on: 04 August 2019, 11:26:05 »
Eh, I'd say give it a chance. Phil had some really good ideas. There should be a QSR in the near future, seems worth it to at least give that a read through, no?

I have Shadowrun Anarchy and its one of the worst systems I have ever had the displeasure of reading.
So I don't see this being any better.
This is like WOC saying "well you don't like D&D 4th here try it with the Dragonlance setting"
It does nothing to fix the system is a bad beer & pretzel setting.

Daryk

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Re: A Time of War 2nd edition?
« Reply #94 on: 04 August 2019, 11:27:13 »
That's a... very disconcerting description...

Robroy

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Re: A Time of War 2nd edition?
« Reply #95 on: 04 August 2019, 13:10:40 »
I mean this as constitutive criticism, I don't mean it to be to harsh.

PICK A SYSTEM AND RUN WITH IT!! 

The thing that gets me is the constant changing systems from one edition to the next. The TT has had one system that has evolved and largely improved over 35 years. I had to look up the Cue system, I am not impressed, but I will check out the bata. Who knows, TPTB might have a spin on it that I like.

I will redo the AToW character creation so it is better organized.

Warfare is the greatest affair of state, the basis of life and death, the Way (Tao) to survival or extinction. It must be thoroughly pondered and analyzed"-Sun Tzu

"Subjugating the enemy's army without fighting is the true pinnacle of excellence"-Sun Tzu

Ursus Maior

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Re: A Time of War 2nd edition?
« Reply #96 on: 05 August 2019, 17:30:07 »
Itll be the Cue system adapted to BT.
Nice! So I finally get a chance to test Cue for free, because I backed the Clan KS.

That's a sweet, sweet cherry on top that awesome pie!
liber et infractus

Daryk

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Re: A Time of War 2nd edition?
« Reply #97 on: 05 August 2019, 17:33:58 »
Good luck with it... I'll read it over, but don't expect it to generate enough enthusiasm to actually play.

victor_shaw

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Re: A Time of War 2nd edition?
« Reply #98 on: 05 August 2019, 20:20:21 »
So to sum up the Cue system ( Shadowrun: Anarchy style)
1. Can't have more then 6 skills ever ( 5 active, 1 Knowledge)
2. All Spells/Cyber/Decks/Etc. are called Shadow amps and you are limited to 6
3. Cues are for lack of a better work catch phrases about your character that you are to use to tell a story (yes its a narrative game)
4. you get your skills/attributes/gear/weapons/contacts from a package related to the power level of the game chosen by the GM.
5.all characters get 2 advantages and one disadvantage.
6. Armor is bought on a +1 points bases with karma.
7 there are plot points that players can use to change the narrative for the GM/NPC/PC so if one of your teammates thinks it cool they can screw you to tell a cool story.
Overall it's a horrid game that never should have been made.
and the fact that CGL thinks it would be welcomed as the new mechwarrior RPG shows how disconnected they have become to their player base, as if shadowrun 6th edition hadn't shown that already.

Daryk

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Re: A Time of War 2nd edition?
« Reply #99 on: 06 August 2019, 03:25:19 »
Yikes!  That sounds not even remotely appealing...

Dahmin_Toran

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Re: A Time of War 2nd edition?
« Reply #100 on: 08 August 2019, 08:21:29 »
Yeah I hope they don't go in this direction.

victor_shaw

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Re: A Time of War 2nd edition?
« Reply #101 on: 10 August 2019, 12:10:28 »
Anyway time to get this thread back on track.

I will say it again I don't have many issues with the mechanics of AToW itself.
The core game runs fairly well, it's the front-end load of character creation and some of the overly generic rules that make it a no for most of my players.
Some Of the thing I feel would fix the system are;

1. Readjusting the character creation to a lower point total. One of the major issues I have found players have with the system is 5,000 points is just to many points to effective monitor and have fun in the process. It makes the act of character creation seem more like work then entertainment.

2. Partial Skills/Traits need to be looked at again. While the idea of partial advancements seems to add flavor to the paths, in truth it is normally ignored and the points are just reassigned during optimization. Making it a complete waste of time, and just another exercise in inventive ideas leading nowhere. A suggestion here would be to add a suggested Trait line to the modules. This would allow for major traits at or near full cost included in the cost of the package, and a spot for minor/flavor traits that the player can pick up during optimization to fill out the character. example: +25 Fit for Clan PCs, this traits total cost is 200 xp. That's just 12.5% of the cost, so unless the PC wanted that trait in the first place that just 25 wasted point he/she will reassign during optimization

3. Fast and slow learner have to go. They really do nothing for the game, they cost to much for what they do, they are hard to balance with the non-linear skill advancement, and instead of adding flavor feel more like a punishment for Clan characters that they need to get rid of.

4. Non-linear skill advancement needs to be looked at. Most of the issues with things like fast/slow learner stem from the problems of balancing advancement with a modifier to a non-liner system. Many games (including some CGL games) have done a great job of using liner advancement and maintaining balance.

5. Zero level skills are a waste of time. While the idea behind 0-level skills is ok, they are really not needed, a quick unskilled rule can fix any need for it and one line "can't use unskilled" can fix issues with higher level skills. Just seems like a wasted line and unneeded point use in skill advancement.

6. Battlearmor rules need to be cleaned up majorly. They are a mess and allover the place in the rule book. They also need some veneration from one suit to another like they had in 2nd and 3rd (their to generic)

7. Modules need more veneration and flavor, like in 2nd and 3rd where there where different school/real life packages for the different factions.
While I agree that 3rd took this too far with the ridiculous number of modules dedicated to small veneration in lifestyle. AToW went to far in the other direction by making them all overly generic.

8. Modules need to be more of a complete package. They are currently way to incomplete to be truly effective. If I am going to spend my points on something (Module) I want it to mean more then here are some starter points and ideas for a finished package. When I buy a module I have already made that life choice for my PC so it should be a complete choice and not just a taste of the choice. I understand this is to allow veneration's to the path but that should be handled by flex points and optimization not by providing incomplete paths.

9. The way Skill Fields are handled in the book is just bad. its a package all the work should be done for the characters, they should not have to do the math to figure out the package discounts, it should be done for them already.

Anyway these are the things I feel need work, would love to hear others issues and differences of opinion on the subject.
It would also be great to hear from the developers and get some insight to why choices where made and maybe even fix some of these issues (Errata/reprint/2nd ed)
« Last Edit: 10 August 2019, 12:16:44 by victor_shaw »

monbvol

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Re: A Time of War 2nd edition?
« Reply #102 on: 10 August 2019, 13:12:02 »
1 isn't an issue for anyone in my group but I can understand that it can be an issue for others so I'm not opposed to the idea of reworking the system to have smaller numbers.  I know part of why they did it that way was to have a particular rate of advancement so it'll have to be carefully considered what numbers to go to for it to not be too fast.

2 is a little more complicated.  One of the ideas of why they did the partial skills/traits was players could effectively bank XP so that it wouldn't take as many sessions/campaigns to advance a skill or activate a trait but in practice I suspect you are right and that almost no one does this, at least not in the fashion intended.

3 I wouldn't say they serve no purpose or that they have to go but I would certainly agree that they need serious re-working and a cost change at the minimum.

4 I'm not bothered by non-linear skill advancement and actually prefer it.

5 I have a tough time with this one as AToW's current system for untrained skill usage does give a purpose to the 0 rank of a skill yet I still find that I'm not all that opposed to the idea that a character could just start at +1 instead just to simplify things a bit.

6 I'll agree some re-organization would be in order but I'm not bothered by the rest as at the TW level a lot of suits are pretty similar with no real variation and it doesn't bother me that remains largely true at the AToW level.

7 This is something that I think could be implemented easy enough if the RPG side becomes more popular.

8 I think this only makes sense if 7 can be made to work so as to not be overly constrictive either.

9 Considering one of my major efforts was to re-arrange/create new skill fields so that they all have 5 skills I can't argue against this.  Heck I am even finding I'm not that opposed to the idea of dropping rebates all together.

A #10 for me would be better support for tying what you can get a hold of in terms of Equipped and Wealth to your character's lot in life rather than just dumping XP into separate traits that often result in completely unbalanced characters via what quickly become XP sinks.

Talen5000

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Re: A Time of War 2nd edition?
« Reply #103 on: 10 August 2019, 13:51:31 »
1. Readjusting the character creation to a lower point total. One of the major issues I have found players have with the system is 5,000 points is just to many points to effective monitor and have fun in the process. It makes the act of character creation seem more like work then entertainment.

Maybe. Maybe not. Pluses and minuses, and there may be other issues...it may not be the amount, but what is done with them

Quote
2. Partial Skills/Traits need to be looked at again. While the idea of partial advancements seems to add flavor to the paths, in truth it is normally ignored and the points are just reassigned during optimization. Making it a complete waste of time, and just another exercise in inventive ideas leading nowhere. A suggestion here would be to add a suggested Trait line to the modules. This would allow for major traits at or near full cost included in the cost of the package, and a spot for minor/flavor traits that the player can pick up during optimization to fill out the character. example: +25 Fit for Clan PCs, this traits total cost is 200 xp. That's just 12.5% of the cost, so unless the PC wanted that trait in the first place that just 25 wasted point he/she will reassign during optimization

Case in point. Optimisation

Solution: Negative Traits kick in at level 1 with even -1 XP invested, but optimisation is not allowed. You can spend flexible XP to remove negative traits, but they are still part and parcel of your character and cannot otherwise be ignored, while XP residing in positive traits or skills is banked ready for you to practise some more and increase the skill level.

Quote
3. Fast and slow learner have to go. They really do nothing for the game, they cost to much for what they do, they are hard to balance with the non-linear skill advancement, and instead of adding flavor feel more like a punishment for Clan characters that they need to get rid of.

I wouldn't necessarily say removed, but somehow reworked.

Quote
5. Zero level skills are a waste of time. While the idea behind 0-level skills is ok, they are really not needed, a quick unskilled rule can fix any need for it and one line "can't use unskilled" can fix issues with higher level skills. Just seems like a wasted line and unneeded point use in skill advancement.

Possibly.

Quote
6. Battlearmor rules need to be cleaned up majorly. They are a mess and allover the place in the rule book. They also need some veneration from one suit to another like they had in 2nd and 3rd (their to generic)[/.quote]

The entire combat system needs to be cleaned up - my solution was to start from the board game, and then just flat out state small arms can't hurt support vehicles, support weapons can't hurt Mechs. Any exceptions require the weapon to have an anti Armour property. Also changed the BAR system - An AP less than the BAR simply bounces. It created three separate tiers of combat - personal, support and Mech, with personal covering everything from bare skin to heavy ballistic plate armour and light "armour" on vehicles, Support covering light vehicles right up to BattleArmour  and Mech covering everything that is tougher than a support vehicle. Any time there was a fight, we already had the rules available. Integration with the board game should be easy.

Quote
7. Modules need more veneration and flavor, like in 2nd and 3rd where there where different school/real life packages for the different factions.
While I agree that 3rd took this too far with the ridiculous number of modules dedicated to small veneration in lifestyle. AToW went to far in the other direction by making them all overly generic.

Maybe, but again, what would you add? Flavour and customisation is provided by the flexible XPs and being blunt, too many customisation options simply leads to bloat with lots of pages given over to relatively minor differences. That either means thickening the rulebook or spreading faction information over several books

Quote
9. The way Skill Fields are handled in the book is just bad. its a package all the work should be done for the characters, they should not have to do the math to figure out the package discounts, it should be done for them already.

The entire Character Creation system has, IMO, a poor and confusing layout and that layout alone seems responsible for half the problems. Stage 3 is another culprit. Traits also need clarification - reputations can be both good and bad, for example. While a "Quirk" might be treated as a Compulsion in Gameplay, it also has very different meanings and connotations. A Knowledge skill similarly could have a very different role from an Interest skill. Specialisations are handled poorly -e.g protocol\faction\SubFaction appears to be a Specialisation but is treated as a main skill. Some of the Subskill categories are too broad, others too narrow.

The only other aspect that comes to mind is the skill resolution system. I'm not sure that the ATOW system is that good, and the mix of Single/Double Attribute checks and Complex/Simple and Basic/Advanced can be offputting. I am certain there is a more streamlined way to present this.
"So let me get this straight. You want to fly on a magic carpet to see the King of the Potato People and plead with him for your freedom, and you're telling me you're completely sane?" -- Uncle Arnie

victor_shaw

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Re: A Time of War 2nd edition?
« Reply #104 on: 10 August 2019, 14:41:50 »
Maybe. Maybe not. Pluses and minuses, and there may be other issues...it may not be the amount, but what is done with them

The issues I have found with the 16 or so players that I have tried to get into AToW is the number seems overwhelming to them right at first glance. It may not be in practice but if they go in with that perception right off, it tends to sour them on the system from the start and any little hiccup becomes Mt. Everest to them. Then there is the few that made it through character creation (4 players), when you have a player die all they can think about is "oh great I have to go thru that again".

Case in point. Optimization

Solution: Negative Traits kick in at level 1 with even -1 XP invested, but optimisation is not allowed. You can spend flexible XP to remove negative traits, but they are still part and parcel of your character and cannot otherwise be ignored, while XP residing in positive traits or skills is banked ready for you to practice some more and increase the skill level.

The issues here is "Optimization" is one of the save graces of the system, the players liked it and removing it would have caused even more of them to turn away from it. It allowed them to make the character they wanted and not be shoehorned into what the game wanted them to be. While I would say the modules need to be more complete I can't agree that removing optimization is a good idea.

I wouldn't necessarily say removed, but somehow reworked.

The problem with them in their current incarnation is they are not worth the points the system claims so they cost to much to buy/buy-off and force a player to constraint on just a few skills to get the most benefit from buy/buy-off. I understand the need to keep them from becoming a must have/easy buy-off, but as of now they are just not working in the game. If they can be fixed great, if not they have to go.

Possibly.

There just doesn't seem to be a point to them IMHO other then to slow skill growth. We already have an unskilled use rule why do we need it

Maybe, but again, what would you add? Flavour and customisation is provided by the flexible XPs and being blunt, too many customisation options simply leads to bloat with lots of pages given over to relatively minor differences. That either means thickening the rulebook or spreading faction information over several books

This bring up my #10 that I forgot; CGL waste to much of the page count on 4 page stories (each chapter around 40 pages total), archtypes that no one uses,overly decorative charts,etc.
Which could easily be used for more modules.

The entire Character Creation system has, IMO, a poor and confusing layout and that layout alone seems responsible for half the problems. Stage 3 is another culprit. Traits also need clarification - reputations can be both good and bad, for example. While a "Quirk" might be treated as a Compulsion in Gameplay, it also has very different meanings and connotations. A Knowledge skill similarly could have a very different role from an Interest skill. Specialisations are handled poorly -e.g protocol\faction\SubFaction appears to be a Specialisation but is treated as a main skill. Some of the Subskill categories are too broad, others too narrow.

Can't disagree here. The layout team needs to look into that.

The only other aspect that comes to mind is the skill resolution system. I'm not sure that the ATOW system is that good, and the mix of Single/Double Attribute checks and Complex/Simple and Basic/Advanced can be offputting. I am certain there is a more streamlined way to present this.

Not sure I completely agree, but it does need to be looked at.

victor_shaw

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Re: A Time of War 2nd edition?
« Reply #105 on: 10 August 2019, 15:01:19 »
To be clearer on #7

I am not looking for; Tour of Duty: Clan-Sphere Liaison, Tour of Duty: Harvest Trials, Tour of Duty: Ice Hellion Flurry Unit, ETC..

I am looking for ; Lyran Alliance Academy/Nagelring , Federated Suns Academy/War College of Goshen, Collegium Bellorum lmperium, ETC..

I want a difference between a Death commandos, DEST, or a Safe agents training.
I want there to be an effect from me going to the Draconis Combine Academy/Sun Tzu School of Combat or the Federated Suns Academy/NAIS College of Military Sciences.

Even if this is done in a PDF only format I would be fine with it.

monbvol

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Re: A Time of War 2nd edition?
« Reply #106 on: 10 August 2019, 15:07:34 »
I would like that too but the trouble I see is we need to grow Battletech, especially the RPG side, before that can be viable even as a PDF only product.

victor_shaw

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Re: A Time of War 2nd edition?
« Reply #107 on: 10 August 2019, 15:16:26 »
I would like that too but the trouble I see is we need to grow Battletech, especially the RPG side, before that can be viable even as a PDF only product.

But there in lies the problem.
How do you grow a generic RPG if there is no flavor to character creation until you grow it?
If you don't show players that the game is more then just a set of numbers in the battletech universe there is no point in playing it.
Role-playing is about experiencing the universe through the eyes of your unique PC, but if its just a generic group of numbers with little to differentiate it from other PC it's no better that just playing as one of the archetypes. If that's what is wanted then why have a character creation engine in the first place? Just have a bunch of archetypes.

Daryk

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Re: A Time of War 2nd edition?
« Reply #108 on: 10 August 2019, 15:20:38 »
Am I the only one that can't quite parse your use of "veneration"?  I think I know what you mean, but I'd really rather just know.

With regard to your latest response regarding #7: the math works against you here.  There are too many faction to make that work from a page count angle, and I don't mean publication... actual writing counts too.  TPTB went with a way that provides maximum flexibility at the Stage 3 point, which lets the Affiliation show through if you let it.  Kuritan characters are going to focus more on Martial Arts, and Davion characters on Strategy, for just two examples.

For the record, I completely agree with you regarding including fiction in rule books.  It drives me crazy when TPTB cite about page count constraints, then include that much fiction.

Holy cats!  Two more posts while I was writing the above!  As far as the point about differentiation, I think the Affiliation stage does a lot of that.  Yes, it requires one to look deeper at the whole picture, but I think TPTB actually did a good job there.

In defense of the Skill Field rebate system, I can see why the TPTB went with a more general (if slightly more confusing for some) rule than simply calculating each Skill Field ahead of time.  The math is at work again, here.  The number of Skill Fields is high.

Level zero skills make sense to me from the perspective that getting slightly better at something (i.e., level 1) is a bit easier than learning how to a thing in the first place.  It also makes calculating further improvement easier.

I'm already well past what I consider an ideal post length, so I'll just state that I've already agreed elsewhere that the organization of the character creation section could be better, and stop here.

victor_shaw

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Re: A Time of War 2nd edition?
« Reply #109 on: 10 August 2019, 15:33:41 »
The 5,000 point issues also comes into play with the traits.

Due to the large point total and the way character creation works, traits wind up being prohibitively expensive for both the GM and PCs to use correctly in a RPG sense.

If a diplomat player spends time wining and dining a NPC I as the GM have to decide if;
I'm going to just give him the Connections trait (100+x p)
Force him to wait till he can pay 100 xp to get something he should get from role-playing
Or have him waste xp building up to having something he should get from role-playing

Same goes for the Enemy trait (100+x p)
either I give him a free 100x p for pissing someone off or he/she gets a negative trait without any benefits.

Either way you look at it the high point value is what really creates the issues here.
 

Daryk

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Re: A Time of War 2nd edition?
« Reply #110 on: 10 August 2019, 15:44:42 »
With regard to that second scenario, I did give a player 100 XP when they earned the Bloodmark merited by their behavior.  They better spend those 100 XP wisely, because the pain I will extract for it will absolutely be worth it to me.

Robroy

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Re: A Time of War 2nd edition?
« Reply #111 on: 10 August 2019, 15:45:58 »
I think traits like those are for starting back ground. Contacts and enemies acquired during the game do not need a trait.

Warfare is the greatest affair of state, the basis of life and death, the Way (Tao) to survival or extinction. It must be thoroughly pondered and analyzed"-Sun Tzu

"Subjugating the enemy's army without fighting is the true pinnacle of excellence"-Sun Tzu

victor_shaw

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Re: A Time of War 2nd edition?
« Reply #112 on: 10 August 2019, 15:46:34 »
Am I the only one that can't quite parse your use of "veneration"?  I think I know what you mean, but I'd really rather just know.

With regard to your latest response regarding #7: the math works against you here.  There are too many faction to make that work from a page count angle, and I don't mean publication... actual writing counts too.  TPTB went with a way that provides maximum flexibility at the Stage 3 point, which lets the Affiliation show through if you let it.  Kuritan characters are going to focus more on Martial Arts, and Davion characters on Strategy, for just two examples.

For the record, I completely agree with you regarding including fiction in rule books.  It drives me crazy when TPTB cite about page count constraints, then include that much fiction.

Holy cats!  Two more posts while I was writing the above!  As far as the point about differentiation, I think the Affiliation stage does a lot of that.  Yes, it requires one to look deeper at the whole picture, but I think TPTB actually did a good job there.

In defense of the Skill Field rebate system, I can see why the TPTB went with a more general (if slightly more confusing for some) rule than simply calculating each Skill Field ahead of time.  The math is at work again, here.  The number of Skill Fields is high.

Level zero skills make sense to me from the perspective that getting slightly better at something (i.e., level 1) is a bit easier than learning how to a thing in the first place.  It also makes calculating further improvement easier.

I'm already well past what I consider an ideal post length, so I'll just state that I've already agreed elsewhere that the organization of the character creation section could be better, and stop here.

Sorry it should be "variations" auto correct can really be a pain sometimes.  >:D

As for the Affiliation stage being the point of differentiation, I don't disagree that this is a point, just that it should be the only point of differentiation.

A DEST agent is trained differently then a Safe agent and the system should show this.

"#7: the math works against you here.  There are too many faction to make that work from a page count angle, and I don't mean publication... actual writing counts too."
I have to disagree with you here as this has been done before in 3rd ed and on a much large scale then what I and asking for.
That said there is a large amount of work already done as they have the complete 3rd edition life path list to work from.
And again we don't need every "I'll say it "dumb"" life path. Since AToW uses a zero point module system it woulds not be that hard to convert it.
Just to be clear before it is said, no I will not do it myself it's their game and their responsibility. If they don't want to do it that's fine but I'm not doing it for them.
« Last Edit: 10 August 2019, 15:59:17 by victor_shaw »

Daryk

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Re: A Time of War 2nd edition?
« Reply #113 on: 10 August 2019, 15:50:56 »
Thanks for the clarification!  :thumbsup:

I do think the flexibility built into the later modules can account for the additional variation you're looking for, but I can see your point about "not doing it for them".

As for Robroy's point (+1 for name selection there, btw), I believe in giving the players SOMETHING for the pain I'm going to inflict due to their behavior.  "Live fast, die young" applies to PCs too...

Robroy

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Re: A Time of War 2nd edition?
« Reply #114 on: 10 August 2019, 15:55:38 »
Oh by all means players should get rewarded for good role play, I just don't think every contact and enemy, acquired during play, needs a trait.

Warfare is the greatest affair of state, the basis of life and death, the Way (Tao) to survival or extinction. It must be thoroughly pondered and analyzed"-Sun Tzu

"Subjugating the enemy's army without fighting is the true pinnacle of excellence"-Sun Tzu

victor_shaw

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Re: A Time of War 2nd edition?
« Reply #115 on: 10 August 2019, 15:56:49 »
Thanks for the clarification!  :thumbsup:

I do think the flexibility built into the later modules can account for the additional variation you're looking for, but I can see your point about "not doing it for them".

As for Robroy's point (+1 for name selection there, btw), I believe in giving the players SOMETHING for the pain I'm going to inflict due to their behavior.  "Live fast, die young" applies to PCs too...
I think traits like those are for starting back ground. Contacts and enemies acquired during the game do not need a trait.

As Daryk has stated
you would be right if there was no mechanical benefit/penalties to Contacts and enemies, but since there are the points matter.

Daryk

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Re: A Time of War 2nd edition?
« Reply #116 on: 10 August 2019, 16:01:50 »
Oh sure, Robroy… merely talking to someone doesn't immediately merit a Trait, but when the player does cross that threshold (for example, by destroying the power connection for a receiver at an HPG station they were theoretically protecting), I'm absolutely going to award that XP (AND inflict that pain, e.g., you're confined to quarters until further notice, regardless of what's going on... your battle station is your bunk, not "your" 'mech).

victor_shaw

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Re: A Time of War 2nd edition?
« Reply #117 on: 10 August 2019, 16:12:06 »
Oh sure, Robroy… merely talking to someone doesn't immediately merit a Trait, but when the player does cross that threshold (for example, by destroying the power connection for a receiver at an HPG station they were theoretically protecting), I'm absolutely going to award that XP (AND inflict that pain, e.g., you're confined to quarters until further notice, regardless of what's going on... your battle station is your bunk, not "your" 'mech).

remind me never to play at your table. ;D

Anyway the point is the, exp at the level it is currently set in the game makes it so I am hesitate to award/impose traits on the players due to high cost even when warranted.
Bringing down the exp totals would reduce this issues and could easily be maintained by increasing the cost of hard to get traits (Last Learner)within the new levels.
Example: if you divide the cost by 10 (not saying to do this just an example) increase Fast Learner to 40 exp.

Talen5000

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Re: A Time of War 2nd edition?
« Reply #118 on: 10 August 2019, 16:27:55 »
The issues I have found with the 16 or so players that I have tried to get into AToW is the number seems overwhelming to them right at first glance. It may not be in practice but if they go in with that perception right off, it tends to sour them on the system from the start and any little hiccup becomes Mt. Everest to them. Then there is the few that made it through character creation (4 players), when you have a player die all they can think about is "oh great I have to go thru that again".

I've gone through Character Creation several times myself and - IMO - the problem isn't necessarily the amount of XP, butt he time taken and the lack of clarity in the rules and how to approach things. Concepts such as the Field Rebate should have been removed and a simple Field cost added for example.

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The issues here is "Optimization" is one of the save graces of the system, the players liked it and removing it would have caused even more of them to turn away from it. It allowed them to make the character they wanted and not be shoehorned into what the game wanted them to be. While I would say the modules need to be more complete I can't agree that removing optimization is a good idea.

Again, maybe. As it says - it optimises the character, which encourages them to get rid of all those little bits and pieces of XP that could provide hooks and flavour.

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The problem with them in their current incarnation is they are not worth the points the system claims so they cost to much to buy/buy-off and force a player to constraint on just a few skills to get the most benefit from buy/buy-off. I understand the need to keep them from becoming a must have/easy buy-off, but as of now they are just not working in the game. If they can be fixed great, if not they have to go.

Yes - I don't think they work well at all. Maybe something such as "Earn x XP for a critical success or failure"

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This bring up my #10 that I forgot; CGL waste to much of the page count on 4 page stories (each chapter around 40 pages total), archtypes that no one uses,overly decorative charts,etc.
Which could easily be used for more modules.

All of which are kinda important...and to be honest, there are enough modules. More can always be added, but then you start running into variations of a theme.

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Not sure I completely agree, but it does need to be looked at.

Problem is that you have 3 or 6 different set ups and ways to adjust things. In a sense, it's all on paper so it doesn't matter but at the same time it looks very complex, with the record sheet being filled with obscure little codes.

CGL would have done better, I think, to adapt the skill system from MW2 - Roll 2D6, add your skill. In many ways, the same, but perceptions matter and if a game looks too complicated, it can be offputting. Maybe the new Cue based system will solve this, but then again, it might make things too complicated.
"So let me get this straight. You want to fly on a magic carpet to see the King of the Potato People and plead with him for your freedom, and you're telling me you're completely sane?" -- Uncle Arnie

Talen5000

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Re: A Time of War 2nd edition?
« Reply #119 on: 10 August 2019, 16:43:18 »
I am looking for ; Lyran Alliance Academy/Nagelring , Federated Suns Academy/War College of Goshen, Collegium Bellorum lmperium, ETC..

End of the day, those are all training academies, with similar curriculums and differ mainly in the people attending them...which is the Faction part of character generation. While you can certainly create different modules for each school, what differences are there that would be worth creating that table? You have a different school song, different school emblems and colours, maybe an enhanced reputation for going to New Albion and a poorer one for attending Blackjack.

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I want a difference between a Death commandos, DEST, or a Safe agents training.

Ditto.

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I want there to be an effect from me going to the Draconis Combine Academy/Sun Tzu School of Combat or the Federated Suns Academy/NAIS College of Military Sciences.

Yes - but what differences do you imagine there can be? It isn't that I object to your desire, but I'm not seeing the need for such specific modules when the end result are characters that are taught the same things, with flavour and personalisation coming from the same pool of flexible XP. I mean, if I want a character from the Robinson Academy, I can just add Quirk\Hates Combine - or switch that to Liao for the Warriors Hall.

There is a benefit to what you ask for...but I'm not sure it is as large a benefit to warrant the effort to be put into it and it runs into the problem MW3  did - too many paths split over too many books.
"So let me get this straight. You want to fly on a magic carpet to see the King of the Potato People and plead with him for your freedom, and you're telling me you're completely sane?" -- Uncle Arnie