For comment, particularly on Faction rules clarifications requests.
Originally shared by Kevin Crawford
Stars Without Number Revised beta 0.11, for your consideration and comment.
This is getting close to KS-ready content. The Faction rules are in now, and largely unchanged, but I've put in more white space to cover clarifications, so if you have any persistent Factions questions now's the time to point them out so I can answer them in the text. The Xenobestiary chapter's also in, with rules for VI and alien PCs. I also put in some tweaks and clarifications in the starship section.
The only significant work left is to finish the GM's Resources chapter, which will include some of the content in the former GM's Guide chapter. I'm having to be tight about my setting, since the free version of the Revised edition is probably going to clock in at 250 pages, and I have about 50 pages more of stuff for the deluxe for-pay version. I can't get beyond that or else it gets tough to price the book at a rate that still makes me a decent profit on a premium color POD.
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I really like the example of faction play! Glad to see that I've been doing it "correctly", except for the part where I have 12 active factions ;)
I did not read everything. I just skimmed through, bit I really like the layout of the book and I love the side bars you have done.
Star Captain focus: Awesome!
+Kevin Crawford : was thinking about the situation where a ship takes both the Sensor Ghost and Evasive Maneuvers action in a round, bumping its AC to nigh-unhittable levels. Maybe instead of Sensor Ghost being "Succeed on a difficulty 9 Int/Program check to gain your Program as an AC bonus", it should play the same as Evasive Maneuvers, where you "gamble" by dialing up the AC bonus according to the player's choice. This way, if two players do succeed at Evasive Maneuvers AND Sensor Ghost, at least they know that they've earned the bonus through risk taking.
Does Evasive Maneuvers include the ship's speed?
The faction play example is helpful. I've been using the faction game as guidelines, rather than as a set of rules, but having an example of play is appealing and very useful. Nice.
In truth, I'm apt to change the Evasive Maneuvers action to match the Sensor Ghost one. While +8 to AC would make a ship nigh-unhittable by normal NPC ships, I'm okay with that when the ship happens to be carrying the best pilot and the best comms officer in the sector. Most campaigns won't see more than +6 AC out of those actions, which is a tough hit to make, but reasonable for a +4 attack bonus generic combat ship.
Speed applies to all Pilot skill checks, so yes, it does apply to Evasive Maneuvers. It's easier to be evasive in a fighter than a battleship.
+Jaime Alvarez A hit's a hit, so yes, if one Warrior auto-hits another, the other can auto-negate it with their class ability.
Fair enough. I was just thinking about your post from a previous beta, where you were concerned about the Evasive + ECM bonus. I think though that the gambling mechanic of Evasive as it is now is more nail-biting for players, hence my favouring it.
Overall though, the starship combat rules really make me happy: entirely PC-focused, drama-enhancing, and no map required. No problem.
I know it's kind of a quibble, and you probably already thought about it, but I think "Ship Combat Actions" and "Ship Crises" should be left and right page, so wheen you open the book, you see all of it without needing to turn a page.
+Jordan Raymond Unfortunately, those pages can't be put on the same spread without adding an additional page to the combat section and then following the spread with a second combat-related page to balance the full-page example. With the free version already clocking in at 260 pages, plus needing to leave room for the pay version additions, I have to be very careful about adding additional page count. Anything over 300 pages, and I start to be unable to price it at a POD level where I make a decent profit on the book.
+Mark Stanley Excellent point. I'll have to amend that.
I really like the added emphasis on realistic opposition in the first pages of Xenobestiary. It's usefeul in teaching how to GM the game.
I think the language of the Seize Planet action is still kind of confusing. Is it also a kind of attack action, or is the part about attacking opposition describing the conditions you need to take the action in the first place?
Quick question on the alien PC rules: So one level gets you the two benefits you choose, and also the Origin skill? So if I had the Jub race, would I get whatever their Origin focus gave and also the Jub skill?
Although a surprise attack is a skill check instead of an attack roll, would a Warrior's ability to correct a missed attack still apply?
I've ditched the general idea of species-specific skills because it adds an unnecessary conceptual category when the alien can just be given an automatic skill that probably covers everything they need. The edge case that won't work in is "An alien race where everyone is really good at this cluster of otherwise unrelated abilities", but I can live with that.
+Alec Hunter Strictly speaking, no, since a skill check's not an attack roll, and the Warrior's special ability is more to reflect their competence in the roil of chaotic battle rather than the reliable execution of a technical feat. A GM could go either way on it in play.
Ah ok, then I would scrub the mention from the Origin foci entry in character creation
For Telekinetic Armory, could the weapons and armor be bestowed upon someone else to use?
Typo: Page 70, Shock, §3, Row 4: "Am actual hit[...]", should read "An actual hit[...]"?