pklevine

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About pklevine

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  • Birthday 07/04/1974

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    http://www.mygurps.com

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    Dobbstown Sane Asylum

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  1. The core concepts are the same, but so much is different. I'd say the three biggest changes are: 1. Voting is now its own phase each round and covers two agendas; the Politics SC lets you "stack the deck" (in addition to other useful perks) instead of triggering a vote. 2. Trade Agreements have been completely replaced with a commodity/trade-good system that relies on physical proximity and incorporates Promissory Notes. 3. Technology has been overhauled drastically. No more tech tree; everything is based on colored prerequisites. Half of the tech cards are "unit upgrades" that go onto your sheet and don't count as prereqs. (These aren't in order of "bigness," just the three biggest in general, IMO.) It's still Twilight Imperium, but it's definitely a different game.
  2. Mine is here as well! I shot a basic unboxing video so that anyone still waiting on theirs can live vicariously.
  3. I asked Dane about the Warfare discrepancy and he said . . .
  4. Whomever you "verified" this with, you should probably stop trusting them.
  5. Wait -- you are aware that the TI4 and TI3 hexes are completely different sizes, right? The TI4 hexes are larger.
  6. Where's that update from? I haven't seen it.
  7. According to Dane's answers on this thread on BGG: https://boardgamegeek.com/article/27179602#27179602 Fighters II -- what we used to call"Advanced Fighters" -- can block other ships' movement, despite absolutely nothing in the rules supporting this or backing it up. As such, it's an erratum. (Note that I'm not complaining; it makes sense!)
  8. No, 17 different flagships total. Each one a unique sculpt, painted in the colors of the race's symbols. After all, most people try to choose a plastic color that at least vaguely matches their race's symbol and tokens. And even if they didn't match, if the only ships like this are flagships, you'll know who's who and what's what. I think people would buy that if they could keep it under $99, and it's the kind of thing that screams "Kickstarter campaign" to minimize risk.
  9. I've seen them pop up a few times in older scenarios, yes.
  10. IMO, Akachi is the second weakest ability in the game. From "eh" to "worst," they are (IMO) . . . #3: Wendy Adams -- "You cannot become Stunned or Restrained." Um . . . wow? Seriously, how often does this come up? It's the rare result of certain specific attacks and horror checks. I guess it's just good enough to be worth having, but very weak. Possible ways to fix it: Maybe add Dazed to the list? #2: Akachi Onyele -- "Effects cannot cause you to discard Clues unless you choose to." Even rarer than being Stunned and Restrained. She's not a badly balanced character otherwise, but that's weaksauce. Possible ways to fix it: I like the idea above of letting this ability also apply to any ally in range. That would make it feel worthwhile. #1: Amanda Sharpe -- "You may perform two additional puzzle steps when attempting a puzzle." Okay, I realize that this seems decent on the surface, but unless you're playing with two or maybe three 'gators, it's really unlikely that Amanda will be the one to stumble across a given puzzle. Every single time we play with her, it's always someone else who ends up having to swap tiles around. We've never had her bonus come up once. Possible ways to fix it: She's actually the only 'gator that we have house ruled, and we did so to just give her another minor niche. "Also, once per turn, you can read a journal as a free action." That way, we can at least hand the Old Journal to her in scenarios that have you read it, and she feels useful. Also, it's very in keeping with the whole "student" thing.
  11. We've had some good luck with barricades. One barricade once held off a shoggoth for three full rounds! (Yes, we got lucky.) Other times, the monster has just waltzed right through. I definitely like the idea that smashing a barricade should stop the monster's attack and further progress into the room. Actually, what do y'all think of this house rule? Barricades: If a monster rolls 2+ successes on its Brawl roll, the barricade is removed at the end of the mythos phase. Thus, a barricade will keep even the strongest (corporeal) monster from walking through a door for at least a single turn.
  12. I rebased the minis onto clear Litko bases, and it is a world of difference visually! I'm not saying they're the best gaming minis out there or anything, but they've gone from "meh" to "nice!" with just that one change -- the ugly black squares are a big part of what detracts from their appearance IMO. So after doing that, I always use the minis, and happily so.
  13. I didn't even hang onto the included sheet. As I recall, the only actual rules it added were "Moving Room Tiles" (which contained absolutely nothing that wasn't common sense) and "Key Tokens" (if you put a key token on a card, nothing can make you drop or lose it). Pretty simple stuff.
  14. Yeah, the only possible "race-specific sculpt" I could get behind would be a single flagship, and then only if it were so over-the-top that you needed only to glance at it to know, "Oh yeah, that's their flagship." I really don't want to have to consult a graphic reference every time I look at the board to remember which one is the N'orr cruiser and which is the N'orr carrier. Also, +1 to Dweomer's question; what strategy are you missing?
  15. So, one of the things that was confirmed in the recent TI4 documentary was that FFG doesn't consider the old Twilight Imperium RPG to be canon. That makes it hard not to wonder, are there any plans -- or at least possibilities -- for a new Twilight Imperium RPG using the Genesys system? After all, few other board games boast a setting as robust, exciting, and interesting. I can't imagine I'm the only one who would love to see this.