Khonnir

The Complex Games Apologist's page

Organized Play Member. 2 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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I think the idea here is that tracking the separate speeds of amount of move used, the possibilities that jumps may 'hang' between rounds, is awkward and bookeepy.

As it is now you transition from climb, swim, walk, jump, etc, they are all covered in different ways. There's much more simplicity and clarity here.

Further, it's much easier to 'give' a take 10 result now that it comes with an opportunity cost. Swashbuckling moves and the like are dumb and bad because there's not enough advantage for what they provide, and they always come with the potential for falling flat on your face.

Now, a 'leap' up on to a tree trunk can be meaningful, but above all, it can come without a die roll. And without bookeeping, or the dreaded 'hang time' jump that comes near the end of a movement.

RE: Chase scenes I think this actually helps clarify the choice matrix and make it more like an action scene. In a real chase, as you go over rough terrain or have to make traverses, the distance between parties DOES change as the guy behind you is still on the good terrain and making good time, while you are FROZEN climbing over a log. If you fall, He WILL catch up. the calculus of 'go around' over climb over is crystal clear and the risk/reward of chancing it with a dicey move is too.

It is in line with the 'give you choices' design philosophy.

I like it.


I've been doing Starfinder news roundup videos from the various hints and reveals from JS's interviews, trying to keep things brief.

Here's the first (very precise and based on facts)
https://www.youtube.com/watch?v=mE9_Jkgfgas
And the second (mostly outmoded with new reveals from Gen Con)
https://www.youtube.com/watch?v=sH0P42_eiTY

I hope to get a new one out with all the info from Gen Con sometime Next week.