agentwigggles
Cosmic Mongoose
A passage on a suggestion on how to handle PC Debt. This probably isnt a big issue, though if a player makes a character that goes crazy into Anti Aging drugs, then its possible for them to start play with multi million dollar in debt.
The Prisoner Career could use a passage which explains the how the Parole works. On the Discord, this seems to be a come up a lot as hard to understand at first.
Task Chains dont seem to be a worthwhile mechanic. The bonuses, gain from dont amount to much. I'm not sure how to fix it. At first blush, I would say that a Task Chain allows the one person to gain a Boon or Bane on their skill check. Which is about on par possible +3 but makes it faster, as you wont have to consult a chart and convert the effect count.
Change the wording on failing a skill check by One Effect. I think it should emphasize, that its success at a cost, instead of a failure or sometime a success at a cost.\\
Remove the Simple and Easy difficulty for dice rolls. If they're that easy, then there very very likely isnt any worthwhile stakes if they fail the check, if players can even fail the check. Even if someone doing something Unskilled, at -3, they can take their time, to reduce that to a effective -1. And 2d6 on avg roll a 7, so thats a 6. I suppose in the worse circumstances, if soemone was trying a task they were unskilled in and their stat DM was -3, they would be rolling at -6. They can still take their time, make it an effective -4, and 2d6 on average roll 7, so thats a 3. They still pass. Use the page space for something else.
Opposed Skill Checks can use wording, as to what happen when the Opposed Roll is a tie.
More definite lanaguge on Armor stacking.
Are lasers meant to be double dippled on armor? As in armor value AND laser value applies? Armor being mainly additive, seems yes. Which sucks for Lasers, but Lasers dont need to be super duper.
Vehicles can use some langauge on the acceleration they have vertically. For myself recently, I was trying to design this police chase that was in a city that was in a canyon, and my group has this sweet +4 agility air/raft. I was having trouble, what was stopping them from simply accelerating straight up. In previous versions, grav crafts as a for instance, have much easier vertical acceleration which made that encounter design problem a lot easier.
The Prisoner Career could use a passage which explains the how the Parole works. On the Discord, this seems to be a come up a lot as hard to understand at first.
Task Chains dont seem to be a worthwhile mechanic. The bonuses, gain from dont amount to much. I'm not sure how to fix it. At first blush, I would say that a Task Chain allows the one person to gain a Boon or Bane on their skill check. Which is about on par possible +3 but makes it faster, as you wont have to consult a chart and convert the effect count.
Change the wording on failing a skill check by One Effect. I think it should emphasize, that its success at a cost, instead of a failure or sometime a success at a cost.\\
Remove the Simple and Easy difficulty for dice rolls. If they're that easy, then there very very likely isnt any worthwhile stakes if they fail the check, if players can even fail the check. Even if someone doing something Unskilled, at -3, they can take their time, to reduce that to a effective -1. And 2d6 on avg roll a 7, so thats a 6. I suppose in the worse circumstances, if soemone was trying a task they were unskilled in and their stat DM was -3, they would be rolling at -6. They can still take their time, make it an effective -4, and 2d6 on average roll 7, so thats a 3. They still pass. Use the page space for something else.
Opposed Skill Checks can use wording, as to what happen when the Opposed Roll is a tie.
More definite lanaguge on Armor stacking.
Are lasers meant to be double dippled on armor? As in armor value AND laser value applies? Armor being mainly additive, seems yes. Which sucks for Lasers, but Lasers dont need to be super duper.
Vehicles can use some langauge on the acceleration they have vertically. For myself recently, I was trying to design this police chase that was in a city that was in a canyon, and my group has this sweet +4 agility air/raft. I was having trouble, what was stopping them from simply accelerating straight up. In previous versions, grav crafts as a for instance, have much easier vertical acceleration which made that encounter design problem a lot easier.