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What To Expect In Star Trek Adventures 2nd Edition
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<blockquote data-quote="robowieland" data-source="post: 9326517" data-attributes="member: 7026452"><p>I will not miss the challenge dice. I've only ever liked them in Fallout and Achtung Cthulhu which are games that are much more tactical.</p><p></p><p>A lot of these systems were part of Dreams and Machines.</p><p></p><p>I like how stress is a flip on how Fate does it: it assumes you are out if an attack hits you. You spend stress for a last minute dodge instead of waiting for the player to decide they are out. Easier to explain as a concept for players.</p><p></p><p>Stressing out means everything is +1 difficulty and you choose one approach that's just auto-fail until you get fixed up.</p><p></p><p>Stress also seems to be another resource to power character abilities beyond Momentum and Threat. The Captain character has an ability to tell someone trying to intimidate them to pound sand for two stress.</p><p></p><p>That feels like how Trek combat works: the stun blast finally hits after a couple of pings off the rock you're behind.</p><p></p><p>I would argue that Starfleet personnel are exactly the hypercompetent people who would know how difficult any weird thing is. It's also easier for to tell my players that unless I say differently, the difficulty is two.</p><p></p><p>This is a game less about failure and more about dealing with unexpected complications. Mechanically these come from spending threat and rolling 20s on the dice. Though I will say I have never seen a player give me threat in exchange for momentum. Like they would rather gnaw off an arm than do it.</p></blockquote><p></p>
[QUOTE="robowieland, post: 9326517, member: 7026452"] I will not miss the challenge dice. I've only ever liked them in Fallout and Achtung Cthulhu which are games that are much more tactical. A lot of these systems were part of Dreams and Machines. I like how stress is a flip on how Fate does it: it assumes you are out if an attack hits you. You spend stress for a last minute dodge instead of waiting for the player to decide they are out. Easier to explain as a concept for players. Stressing out means everything is +1 difficulty and you choose one approach that's just auto-fail until you get fixed up. Stress also seems to be another resource to power character abilities beyond Momentum and Threat. The Captain character has an ability to tell someone trying to intimidate them to pound sand for two stress. That feels like how Trek combat works: the stun blast finally hits after a couple of pings off the rock you're behind. I would argue that Starfleet personnel are exactly the hypercompetent people who would know how difficult any weird thing is. It's also easier for to tell my players that unless I say differently, the difficulty is two. This is a game less about failure and more about dealing with unexpected complications. Mechanically these come from spending threat and rolling 20s on the dice. Though I will say I have never seen a player give me threat in exchange for momentum. Like they would rather gnaw off an arm than do it. [/QUOTE]
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