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brainstorming & development / Re: Eclipse Phase: Apocalypse
« on: March 06, 2015, 05:56:21 PM »
Looks very interesting. I am a big fan of Eclipse Phase and having a simpler system could be very handy. I like the fact that most tags are actually defined - a lot of games seem to leave that up to the GM.
I think the only thing I would miss is being able to specialise in things. I mean, how do you work out if a character can pilot a shuttle or build a VR or carry out surgery?
I'm not sure about the boosted / glitched mechanic and damage system - I think they would have to be tested. Is there a reason why bonuses and penalties to dice rolls are never considered in these games?
One thing I had been toying around with for another game was converting classes into a package system like that in Transhuman. You would buy packages for the character, and they would give some flat bonuses and abilities and then each would have particular advances to choose. The design might be tricky but it might help with the bewildering array of choices when creating a character.
I think the only thing I would miss is being able to specialise in things. I mean, how do you work out if a character can pilot a shuttle or build a VR or carry out surgery?
I'm not sure about the boosted / glitched mechanic and damage system - I think they would have to be tested. Is there a reason why bonuses and penalties to dice rolls are never considered in these games?
One thing I had been toying around with for another game was converting classes into a package system like that in Transhuman. You would buy packages for the character, and they would give some flat bonuses and abilities and then each would have particular advances to choose. The design might be tricky but it might help with the bewildering array of choices when creating a character.