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Astropathic Chatter (OOC)

Posted by GMFor group 0
GM
GM, 108 posts
Sat 29 Jan 2022
at 00:16
  • msg #108

Re: Astropathic Chatter (OOC)

OK, I'll resolve the turn tomorrow. :-)
GM
GM, 111 posts
Mon 31 Jan 2022
at 01:01
  • msg #109

Re: Astropathic Chatter (OOC)

Round two! If you want to fix the shields, you want the Repair action.

Like before, everyone post one action, and somebody also specify where the ship is moving to. :-)
GM
GM, 112 posts
Tue 1 Feb 2022
at 00:12
  • msg #110

Re: Astropathic Chatter (OOC)

Aurelius Vorn:
Upon the bridge, Aurelius continued to quote Drusus and Aceline as he instructed the helmsman and the squadron commanders


Intruct bomber squadrons to split, one per Havoc. Instruct helmsman to turn 45 degrees and swing past Havoc 2

11:47, Today: Aurelius Vorn rolled 6 using 2d6, rerolling max.  Motivate Pilot.
11:47, Today: Aurelius Vorn rolled 6 using 2d6, rerolling max.  Motivate Squadron.


Bear in mind that both bomber squads currently out are depleted, and will need to return to the ship before they can attack again. You can control 4 squadrons at once, so you or someone else could launch them. Then you can use an action to command them to attack with either your Battle rating, or the crew rating (d6).
Aurelius Vorn
player, 38 posts
Tue 1 Feb 2022
at 00:28
  • msg #111

Re: Astropathic Chatter (OOC)

Apologies, I hadn't remembered they were single shot. Recall them and launch two more with the orders I suggested, please
Odette Faye
player, 37 posts
Tue 1 Feb 2022
at 07:02
  • msg #112

Re: Astropathic Chatter (OOC)

Would we be in a good position to swing by and broadside raider 1?
Jak Tesla
player, 24 posts
Explorator
Tue 1 Feb 2022
at 12:33
  • msg #113

Re: Astropathic Chatter (OOC)


 It seems to be that concentration of fire is the best approach. Hit one raider and put it the hell down, then move onto the next. But Jak's busy. ^_^
Odette Faye
player, 38 posts
Tue 1 Feb 2022
at 16:53
  • msg #114

Re: Astropathic Chatter (OOC)

I think I can have Odette do that if all are good with it. :) She's reasonable at shooting things.
GM
GM, 113 posts
Wed 2 Feb 2022
at 22:21
  • msg #115

Re: Astropathic Chatter (OOC)

Just need Morton's action, and we're all set.

While we're holding, what do you think of the SW conversion so far, and ship design / combat? Be as general or specific as you like, I always intended this game to be a beta test. :-)
Aurelius Vorn
player, 39 posts
Thu 3 Feb 2022
at 00:12
  • msg #116

Re: Astropathic Chatter (OOC)

Mechanically, it works, but I'm not sure if it retains so much of the flavour. Too early to tell, I suspect, but I found the Savage Rifts conversion stripped a lot of the gonzo feel from the setting
Jak Tesla
player, 25 posts
Explorator
Thu 3 Feb 2022
at 09:23
  • msg #117

Re: Astropathic Chatter (OOC)


 But put back in a great deal of sense (at the cost of some really weird playtesting results - Bursters became absolute beasts).

 That said, this one's interesting but I don't think we've gotten all that far with it yet. One thing to look out for is how much impact raises and exploding dice can have, over and above the results expected on the old D100.
GM
GM, 114 posts
Sun 6 Feb 2022
at 01:24
  • msg #118

Re: Astropathic Chatter (OOC)

Aurelius Vorn:
Mechanically, it works, but I'm not sure if it retains so much of the flavour. Too early to tell, I suspect, but I found the Savage Rifts conversion stripped a lot of the gonzo feel from the setting


It's inevitable when you're using a general system. Though I found SW Rifts to capture the action-movie feel the original aspires to a lot better--MDC numbers are bought down, extras are something the system badly needed, and subsystems like chases and dramatic tasks just fit a lot better than Palladium. Plus, Juicers feel much closer to their "live fast, die wide" design, whereas in the original, it would never kick in unless you had lots of timeskips. Original Rifts was my first ever RPG and I have a massive degree of nostalgia, but it's really not a good system!

Jak Tesla:
But put back in a great deal of sense (at the cost of some really weird playtesting results - Bursters became absolute beasts).

 That said, this one's interesting but I don't think we've gotten all that far with it yet. One thing to look out for is how much impact raises and exploding dice can have, over and above the results expected on the old D100.


Yes, exploding dice aren't something I'm a fan of--it's very rare in practice for damage dice to go totally crazy, but it can happen, usually at weird moments. That was my gripe with Savage Rifts--combat between big things with big weapons alternates between "slapfight" and "instant death", and I find it works a lot better if you put a cap of 30 on toughness + armour. It was something I wanted to address here, and not have numbers go totally out of control.

I love the FFG Rogue Trader RPG in terms of atmosphere and worldbuilding, but I've steadily been more and more put off by the way the skill system works, and the way you're expected to constantly try and scrape up every +10 you can to be even semi-reliable at what should be a character's specialty. And then you get adventures that casually throw around -20 or worse penalties to skills that struggle to clear 50% without hyper-specialisation.


Also, no response from Morton. I'll NPC him tomorrow, and press on.
Jak Tesla
player, 26 posts
Explorator
Sun 6 Feb 2022
at 10:58
  • msg #119

Re: Astropathic Chatter (OOC)


 That's been a problem with D% systems since Chaosium. Call of Cthulhu had the epic 'parachute' skill which needed three rolls to survive, all of which were at like, 60% if you were really good at them. Runequest had the horse nomad child of horse nomads whose main skill was riding and who would still fall off. A lot.

 Savage Rifts does at least make MD gear less instantly deadly (which is nice) but it doesn't handle size well. I played a hatchling dragon in one game of it, and my options were: fight like a normal human or miss everything because of the size penalty to hit anything, which wasn't quite the power fantasy I was expecting. I had a ton of fun mind, just not in combat. The Burster, meanwhile bumped his flame blast a lot and was doing cheap MD blast templates for 6D8 in no time.

 I've only ever seen a character one-shotted from intact to absolutely dead once though, in Deadlands. And once to a ship, in a sci-fi game based on the old XXVC Buck Rogers setting.
Odette Faye
player, 40 posts
Wed 9 Feb 2022
at 07:40
  • msg #120

Re: Astropathic Chatter (OOC)

I'm following this discussion but I'm not good with figuring out system mechanics myself. Still I enjoy seeing inner workings of systems. :)

The second raider that got hit, is it intact enough to be boarded with void suits?
GM
GM, 116 posts
Thu 10 Feb 2022
at 22:34
  • msg #121

Re: Astropathic Chatter (OOC)

Odette Faye:
I'm following this discussion but I'm not good with figuring out system mechanics myself. Still I enjoy seeing inner workings of systems. :)

The second raider that got hit, is it intact enough to be boarded with void suits?


Yes it is.

On a related note, one thing I wanted to address in this conversion, but only really left half-finished was the inevitable "we board it and add it to our fleet" thing that every RT group comes out with the second they destroy or cripple an enemy ship. :-) The FFG system kind of....explodes if the PC's have a fleet, which was why I designed the dynasty mechanics to incentivise having other ships off-camera except in real emergencies.

Generally when a ship is taken out, it's missing a plasma drive and other vital components, other internal systems are damaged, and to salvage it, you'd need to get it somewhere safe, get new components and spend a lot of your Funds repairing it
GM
GM, 117 posts
Thu 10 Feb 2022
at 22:39
  • msg #122

Re: Astropathic Chatter (OOC)

Jak Tesla:
That's been a problem with D% systems since Chaosium. Call of Cthulhu had the epic 'parachute' skill which needed three rolls to survive, all of which were at like, 60% if you were really good at them. Runequest had the horse nomad child of horse nomads whose main skill was riding and who would still fall off. A lot.


They're not inherently flawed, just so long as you don't have base skills being absurdly low and THEN stack big negative modifiers on top of that. Just let characters be good (75%+ for a specialist) at the things the fiction says they're supposed to be good at, and then use negative modifiers when the task is supposed to have a serious risk of failure.
Jak Tesla
player, 27 posts
Explorator
Sun 13 Feb 2022
at 15:25
  • msg #123

Re: Astropathic Chatter (OOC)

In reply to GM (msg # 121):

 I +1 the idea of having ships off-camera doing things (saving fleet team-ups for those odd occasions when a big event is taking place). I also +1 the notion that wrecking a ship instead of boarding it leaves it... well, a wreck - particularly since we can spam boarding shuttles and get a lot of bonuses for doing so...

 ...that said, I do not recommend boarding the obviously Slaanesh-possessed raider. Neither does Jak. ^_^
GM
GM, 118 posts
Sun 13 Feb 2022
at 17:52
  • msg #124

Re: Astropathic Chatter (OOC)

Psst, someone needs to roll for sensors.
Jak Tesla
player, 28 posts
Explorator
Sun 13 Feb 2022
at 18:06
  • msg #125

Re: Astropathic Chatter (OOC)


 He asked an NPC crewman to do it, so... We should probably include crew rating as a stat for ships. ^_^
Aurelius Vorn
player, 41 posts
Sun 13 Feb 2022
at 20:06
  • msg #126

Re: Astropathic Chatter (OOC)

GM:
Psst, someone needs to roll for sensors.


21:05, Today: Aurelius Vorn rolled 3 using 2d6, rerolling max ((2,1)).

Are we in the right system?
GM
GM, 119 posts
Sun 13 Feb 2022
at 23:39
  • msg #127

Re: Astropathic Chatter (OOC)

Jak Tesla:
He asked an NPC crewman to do it, so... We should probably include crew rating as a stat for ships. ^_^


I assumed you were going to roll it. :-)

And yes, that's one of the perils of a beta version.

Aurelius Vorn:
GM:
Psst, someone needs to roll for sensors.


21:05, Today: Aurelius Vorn rolled 3 using 2d6, rerolling max ((2,1)).

Are we in the right system?


Remember you have Bennies if you want to reroll. If not, I'll proceed.
Jak Tesla
player, 29 posts
Explorator
Mon 14 Feb 2022
at 04:19
  • msg #128

Re: Astropathic Chatter (OOC)

In reply to GM (msg # 127):

 Well Jak's handling the repairs... Also, I have to admit that I'm not entirely sure which skill is used for sensors, so I was hesitant to roll something. ^_^
GM
GM, 120 posts
Tue 15 Feb 2022
at 00:19
  • msg #129

Re: Astropathic Chatter (OOC)

Jak Tesla:
In reply to GM (msg # 127):

 Well Jak's handling the repairs... Also, I have to admit that I'm not entirely sure which skill is used for sensors, so I was hesitant to roll something. ^_^


Electronics. And we're out of combat time, so you can always roll one, then the other. In general, just roll and I'll tell you if it was actually necessary. :-)
GM
GM, 121 posts
Thu 17 Feb 2022
at 19:46
  • msg #130

Re: Astropathic Chatter (OOC)

Hey, everyone, got an update.

Odette's player has had to pull out of the game, so with 2/4 gone, I don't think it can really continue. Thanks for the playtesting, though, and if I decide to give this another shot, I'll drop you a mail. Hope you enjoyed it while it lasted! :-)
Jak Tesla
player, 31 posts
Explorator
Thu 17 Feb 2022
at 20:48
  • msg #131

Re: Astropathic Chatter (OOC)


 Wellllll nuts!

 I'm definitely up to give it another run though.
Aurelius Vorn
player, 42 posts
Thu 17 Feb 2022
at 22:53
  • msg #132

Re: Astropathic Chatter (OOC)

Appreciate the heads up, boss
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