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About Zsig

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  • Birthday 03/14/1984

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  1. On episode 24 of The Dice Pool Podcast, Sam Gregor-Steward says the "present day" date is 2X79 and that it might have been moved to 2X85 (he seems uncertain). In my games I'm going with 2185, seems reasonable enough to me, and if that's not accurate when we get there, I won't be alive to complain anyway.
  2. The concept of letting the cards do everything seems nice at first, but in the end it's very fiddly (I just find it really annoying handling/shuffling those small cards). They did that with Runebound, and here they are doing it again, and you can clearly see that the skill test mechanic is just pulling in from Mansions of Madness (or even X-Wing) where you get dice with 3 different faces, "elder sign" (which here is replaced by the success symbol), "magnifying glass"/clue (which here is replaced by inspiration) and blanks. In MoM you throw a certain amount of dice trying to get as many elder signs (successes) and convert Magnifying Glasses by spending clues into more successes. The more successes you get, the better the test results. In this game it's exactly the same except that instead of throwing X dice, you are drawing X cards. Obviously, the difference is that in this game, your deck size varies. And you can't get that from dice. But is it worth the fiddlyness? In my opinion, no, it's not. To me, that kinda sucks, I was hoping the deck size would at least be fixed so that then I could replace the skill checks with dice and just use the cards for their abilities/effects. I watched an unboxing video today and there's an insane amount of those small cards to manage, I can see with expansions it getting out of control. And then there's the matter of storage and organizing... I was actually planning on getting this game as it fits my playstyle and I got several friends who'd enjoy it, but since I already own verything from Runebound and Mansions of Madness, I don't think I'll be missing much here.
  3. I guess, while testing it, they tried several approaches until they fixed it on a single definitive one. But when finishing the book, the rules conflict got past editing, so we ended up having this instead. I believe what we can do is test it and see how it feels for the sysops having to spend maneuvers to reactivate ice vs. automatic reactivation, on a equivalent level (both runner and sysops going deep/shallow, both with the same amount of experience, etc). Whatever feels more balanced is the answer. From what I could tell, on the runner part, it is quite common to finish a turn with spare maneuvers (specially when you are facing a sub-system with multiple ice protecting it), not sure about the sysops, they'll probably spend most his actions on tracing, but not sure about maneuvers.
  4. Looking at the quoted pieces from the rulebook, maybe both situations could be true? Kinda confusing but I'll try to explain... First situation: A runner breaks a piece of ice. It stays deactivated and will reactivate automatically by the end of the runner's next turn. Nothing the sysop could do here. Second situation: A runner breaks a piece of ice and spends advantage to keep deactivated for an additional round. It will automatically reactivate after two rounds, but, after the first round has passed (minimum amount of time before the ice can be reactivated), the sysop could spend a maneuver to reactivate it earlier... or they could wait another round so it would reactivate automatically. Either way, that seems a bit complex and I honestly don't think I have anything good to contribute to this conversation except that I could be convinced either way at this point whether it takes an Activate Maneuver by the sysops or not to reactivate the ice.
  5. What you said above is exactly what I posted on my first post. The only difference is that I used the term "installed, but not running" where he uses the term "stored on a folder but not installed". In effect, though, it's the same thing.
  6. I think you are. That's why I think clarification is needed. If you assume what you say is right, then they must fix the starting gear suggestion for runners, as they offer a PAD with 2 icebreakers (which then wouldn't be possible, because PADs are limited to 1 icebreaker). Both the sidebar and the device descriptions make use of the "for the purpose of network encounters" sentence, and I take it to mean that said device limitations are only aplicable when running network encounters, outside of those encounters, you can have as many as you want.
  7. Ahh, good to know, I started to listen to it, but it's over 2 hours long, and after 10 minutes into it, they're still talking about random stuff that has nothing to do with the game, so I gave up. Life's too short. Anyways, changing the wording to "installed" would clear up a lot of the confusion... but not all of it. There should be a clear distinction between the programs that are "installed" from the ones that are currently "ready" for use during an encounter. So I'd use the following terms: Installed: for all programs that are installed in the device (no limit); Ready: the programs that are available for the runner during the encounter (limited by device type); Active: the program currently being used to break ice (limit of 1, or 2 with the talent).
  8. At first I thought I understood the rules, but the more I read it, the more confused I get. I can't seem to get what's the intended way to play with the limits on how many programs a runner can have active at any given time (or, for that matter, what "active" means). I gathered all sources I could find on the book regarding the subject: Equipment From pages 98 to 99 (and 106), the computers entries each describe how many ice/icebreakers the device can have "active" at once. PAD: can have 1 icebreaker and 1 ice active at once; Spinal Modem: can have 2 icebreakers and 1 ice active at once; Portable Rig: can have 2 icebreakers and 2 ice active at once; Big Rig: can have 4 icebreakers and 6 ice active at once. All descriptions also include a "(for the purposes of network encounters)". Whatever that means (more on that later). Finally, the Custom Rig talent (page 44) allows the device to store (own) one extra program (or, number of programs the device can own is increased by one). Curiously, on the starting gear for the runner career (page 39), it includes an option to have a pad with 2 icebreakers, which shouldn't be possible since the PAD can only hold 1 icebreaker, so, maybe they are assuming your character has the Custom Rig talent, or... There's something missing... The Sidebar Back at page 99, there's a sidebar with the title "What Can a PAD Hold", and it states that (as I understand it) the limitations above are only valid while the runner is making a run (a network encounter). Outside of those encounters, any device can hold as many programs as their owners wish (credits not being a problem). But then, comes the final culprit... Network Encounter Rules On page 132, there's a maneuver named Activate Program, and there it is stated that if a runner activates an icebreaker, all other icebreakers automatically deactivate. Also, it says a runner may only have one icebreaker "active" at a time. (The Codeslinger talent, page 48, allows 2 icebreakers active at once). Which contradicts the whole thing! Unless the term "active" is being used for two distinct purposes and are not to be treated as the same thing, basicly I have the following interpretation. Current Interpretation Each device can host as many programs as you wish, but when an encounter starts, the runner gets to choose which programs he/she is bringing to the run, limited by the device's storage space (I think of this as a warrior readying to go out on a journey who owns several weapons but can only bring so many on his body, leaving all other weapons back at home). While on the run, from those programs brought in, the runner can actively be "wielding" a single icebreaker (I think of this as a warrior in combat with several weapons stored on him, but that can only wield a single weapon). The codeslinger talent effectively works as a "dual wielding" (as in, you can wield one weapon in each hand in combat). If this interpretation is not correct (maybe because the term "active" on both the equipment descriptions and the activate program maneuver), then the rules get a bit wonky and everything falls apart as one section will contradict another. Anyway, I just wanted to throw this at the community and see what everyone thinks are the rules as intended. BTW, I sent the question to FFG and still haven't got an answer.
  9. They are found in tomes, and in order for someone to learn a spell, they need to succeed at a Knowledge (Cthulhu Mythos) check. Difficulty and time varies from spell to spell (some are harder than others), and extra successes are used to reduce the amount of time needed... on the other hand, particularly bad results could turn the reader insane.
  10. Question: when you run a game using the setting, what's the year/date you use as present day? One thing is to talk about a given setting, another one is to be a part of it in game, as a player character, and I feel that the players deserve that information.
  11. The problem to me is not really a matter of mechanics (the system works just fine, mechanically speaking) but instead it's a matter of theme. It just doesn't make much sense to use the magic system as presented on the book for every setting. Do you wanna try D&D? Well Wizards learns their spells one by one and add them to the spellbook. It's part of the lore in every D&D world. Do you wanna try a setting such as the world of Harry Potter? Does it make sense to you that every single student will have learned every single spell that there is to learn right at the first year in Hogwarts? How about something like Arkham Horror/Call of Cthulhu? Spells function almost as a magic item of their own. Investigators find lost dusty tomes and spend a significant amount of time studying it in order to learn them. And it's a secret they treasure and protect with all they got. So, to me, it's not a question of "How do I change this system to be better balanced to my tastes?" instead, it's more like "How do I make it so it fits the theme of my setting without breaking the balance?" Let's also keep in mind that it's a nightmare, for beginners, to remember everything they can do with the magic system, which sometimes could bog down the game, or worse, you might see the player neglecting their ability to cast spells simply because they don't wanna stop the game. In that case, it's easier for the GM, when the player is building the character, to say "Hey, I'm seeing that you are a spellcaster, great! Now let's make up some spells you might like and write it down on your character sheet". Or you, as a GM, could be more strict and elaborate a number (formula) for how many spells each character should have (say, for instance, the number of spells known equals Willpower + 2x Magic Skill, so a mage character with 3 willpower and 1 rank in Arcana would know 5 spells). You could also play with the idea that characters could improvise, that is, casting a spell that is not on the chosen spells, but making it so is harder (increase (or upgrade?) difficulty by one). There's also the Signature Spell Talent. You could play around with it and make it work for what you're trying to do. Whatever you do, just keep in mind that the current system, mechanically speaking, works just fine, and there's nothing broken about it. But if you do want to change it in order to fit the theme you want, if you restrict it, you'll have to give something extra in return, to keep it balanced. In my adaptation of Arkham Horror, I made the following changes: There's only one Magic Skill (I called it Mysticism), with access to all Magic Actions; No single career has the Magic Skill as a career skill (it can be bought via talent); Each spell must be found and learned individually; Each spell has it's difficulty decreased by one (it's as if each spell has the Signature Spell added to it); Spells have a trait that functions like the Adversary trait (as if each spell is an entity with the adversary trait, and when the player casts it, difficulty is upgraded); Spells can trigger fear/sanity effects on the caster...and bystanders. As you can see, some changes make the spellcasting system more powerful, others make it more restrictive. Overall, I think it balances it out, I need more testing though...
  12. Zsig

    Corbin in coop ?

    He's actually not that bad in coop, you just need to change the way you look at his ability, and coordinate a bit with the other players. For one action, you gain 1 trophy and 2 coins. Suppose another hero just fought an enemy and is heading back to a city for healing. Corbin could meet him or her there and then use his ability to "train", don'teven bother casting tokens, simply assign damage to defeat the other hero. He then gets the rewards (and since they are both in a city, he can pass one of the coins to the other player). Next turn, the "defeated" hero spends an action to rest and recover all damage, which he/she was already going to do anyway. I don't think his ability is amazing, even in PvP, since it's very limited on how many times you can use it during the game, but I don't think it's useless for coop.
  13. Is that even possible? Remember you shouldn't return the tokens to the cup/bag until all tokens get drawn.
  14. You assume that every single monster needs to be dealt with immediately and/or that some monsters don't walk towards the investigators by themselves. Just play the game before jumping to conclusions.
  15. Nice, thanks! Interesting. Uptown is known for not having many points of interest (as it's mostly housing apartments) so it makes sense they placed St. Mary's Hospital (even though the hospital is in fact part of the university campus) and Hangman's Hill (which is actually closer to the Merchant District/Campus than to Uptown)... Eager to see what they'll do with the French Hill too, as the Graveyard (that they placed on Rivertown) is actually located on this district (along with the Silver Twilight Lodge and the Witch House).
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