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Here's the draft for chapter 7, which is all the background stuff like weather, scrounging, marching, mass combat and such, all of which have some changes or tweaks from EABA v1. Vehicle design would go here, but that has changes dependent on powers, so it is just a placeholder for now.
So, see if the numbers and assumptions work out as designed or at what point they get busted. This attachment is hidden for guests. Please log in or register to see it. Edit: Jan 6, 2012 Below is current iteration of this chapter, which includes a full vehicle design set of rules (and combat notes) based off the revised power design chapter also posted today. The chapter as a whole is not complete, but it is getting there. This attachment is hidden for guests. Please log in or register to see it. |
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It burns! It burns like hygiene!
Last Edit: 4 months, 1 week ago by admin.
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Quick glance says it looks good. I was wondering if you could add a section on real world exceptional people modeled in EABA as a guide to making real exceptional people. Einstein would be a good example.
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I am Death. Death the Avenger, purger of sins. Death the Merciful, purifier of souls. Those who considered me gone, think again, Those who laughed and mocked me, be afraid. I am returned, and this time Judgement will not be denied, for my name is Death, and I have come to Judge you.
Last Edit: 8 months, 1 week ago by Judge Death.
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An exceptional real-world person is nothing special in terms of their design, just how they spent their points. A real-world person who would be a good adventurer is another matter. Richard Burton comes to mind. I'm leery of actually doing this because it brings up:
"(real-world person X) should be able to do Y and can't. You suck!" and "my PC can beat (real-world person X) at their best skill. I rock!" Exceptional real-world individuals need to have an air of mystery around them, if for no other reason than to keep the game designer from looking bad... |
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It burns! It burns like hygiene!
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Looky goody.
I'm getting somewhat excited about the item creation rules, I certainly hope they can be pulled off. Stuff! was great, but I'd dearly love to have a unified system. Oh yes. |
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Redesigning character sheets since 1996.
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OK, I can understand your reasons for not statting real people. Admittedly I was just thinking in terms of creating a version of a person that most people were familiar with as an example of chargen, but after reading your objections I had to agree you had some good points about how some people might act.
I don't know if the same objections would keep you from statting famous fictional characters, but in the power section it might be a good example to stat out some famous fictional super characters, like hercules, as examples of making super powered characters. Herc would have great strength, obviously, but also the major disadvantage of having the queen of the gods out to make his life miserable... |
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I am Death. Death the Avenger, purger of sins. Death the Merciful, purifier of souls. Those who considered me gone, think again, Those who laughed and mocked me, be afraid. I am returned, and this time Judgement will not be denied, for my name is Death, and I have come to Judge you.
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@ Sande: I'd like to have the option of using rules like stuff for things or using a powers type rule. I'm a gearhead and because of that I just feel more comfortable with the stuff rules and things like FF&S thnt with a more generic system for making gear.
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I am Death. Death the Avenger, purger of sins. Death the Merciful, purifier of souls. Those who considered me gone, think again, Those who laughed and mocked me, be afraid. I am returned, and this time Judgement will not be denied, for my name is Death, and I have come to Judge you.
Last Edit: 8 months, 1 week ago by Judge Death.
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I don't think the v2 "Stuff" would be that far off; what it is about are dices of effect ("Strength"), based on mass and a number of modifiers. I could imagine the weapon, vehicle and gadget-generation rules in Stuff! being slapped together somehow.
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Redesigning character sheets since 1996.
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Looks good!
Though nuanced and a little complicated, I think rules on radiation poisoning would be awesome. Radiation is a common environmental hazard in science fiction as well as some modern genres, so I feel one can make a convincing case for it going into the core rule book. Heck, one might find a similar effect in some fantasy genres as well. Rules on high pressure, low pressure and vacuum environments might be a good addition too for the same reason. Cheers, EH |
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Last Edit: 8 months ago by ErsatzHaderach.
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Actually I was going to recommend that greg include the radiation poisoning rules he put into the nuclear power section of Stuff anyway, so I'll do that here. Those rules weren't too tough and seemed fairly workable at simulating the reality of radiation sickness.
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I am Death. Death the Avenger, purger of sins. Death the Merciful, purifier of souls. Those who considered me gone, think again, Those who laughed and mocked me, be afraid. I am returned, and this time Judgement will not be denied, for my name is Death, and I have come to Judge you.
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I'll see what I can do about radiation, no guarantees, though. Low pressue is more or less handled, and I'll what I can cram in on high pressure.
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It burns! It burns like hygiene!
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