So I am going to rant about transhuman here, by going through it page by page and picking out what I don't like. Why am I doing this? Is it because I am a total jerk who hates Eclipse Phase? No it is because I like Eclipse Phase, I want Eclipse Phase to be the best game it can be, and that means pointing out mistakes. And yes I realize that all of this is for nothing and I will just be ignored. But at least I will know that I tried to make it better. So starting with chapter 5, Playing Characters, because I know I am going to hate the infomorph/AGI section. First of all I like the art for this chapter :) [b]Post-scarcity characters:[/b] this section seems fine. No complaints so far :) [b]Optimizing Characters:[/b] So I am reading along, everything seems to be okay... and then I get to page 109, the beam weapons part, which states that beam weapons lack stopping power against synthmorphs. WTF? SA beam weapons like the laser pulser and particle beam bolter are just as deadly against synthmorphs (and pods and biomorphs :) ) as other weapons. Did the author not understand how to use beam weapons? Example:
Moving on, I get to combat tactics section, start reading it and noticed something was... 'off' with the advice. After a second, I realized that whoever wrote this section didn't realize that you get two burst fire attacks per complex action (I went and looked it up to make sure I wasn't misremembering, it's on page 198), which makes most of the advice, while not 'bad', sub-optimal at best. For example people with high skill calling shots to bypass armor will do far more damage with controlled bursts than autofire (as it should be). For people with moderate skill, firing two bursts (+1d10 DV) is better than firing a single full auto shot at +30 to hit. I won't bore you with the statistics for this one though. They did remember the +5 DV bonus for MoS 30+, which is a major plus. However, they did not explain that you also get a +10 DV bonus from a MoS of 60+ (p. 194 if your interested) which is a minus :(. On to the picking armor section. There is an obvious error here as Armor does NOT max out at 32 (unless they changed it somewhere earlier in the book, in that case they should have added a page reference to the new rule here). It maxes out at DUR (p. 194). The rest of the combat section is fine, though I would have liked is a section explanation when to upgrade to a critical success in combat (an extremely important consideration that was completely ignored, unless it is elsewhere in the book?). [b]Transhuman Tradecraft[/b] is fine. [b]The Sentinel Playbook[/b] is also fine! I will do the rest of this chapter later (and I didn't even get around to rant about the Infomorph/AGI rules :( ) Playing characters (7/75 = 9.33% done)
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Lets do a comparison between four weapons: a light pistol firing on full auto(+3d10 DV), a concentrated laser pulser (2x DV), a concentrated particle beam bolter (x2 DV), and an automatic rifle firing on full auto (+3d10 DV). Suppose they are firing on at a target with 40 DUR and a 32 was rolled to hit: * The light pistol does (5d10 + 5) DV for a 14% chance to kill the target. * The laser pulser does (2d10 + 5) x 2 DV for a 21% chance to kill the target. * The particle beam bolter does (2d10 + 9) x 2 DV for a 55% chance to kill the target. * The automatic rifle does (5d10 + 11) DV for a 44% chance to kill the target. But what, you say, if they don't have moxie to spend? Lets suppose the target has 8/8 armor. * The light pistol does (5d10 + 5) - 8 DV for a 0.8% chance to kill the target. * The laser pulser does (2d10 + 5) x 2 - 8 DV for a 3% chance to kill the target. * The particle beam bolter does (2d10 + 9) x 2 - 6 DV for a 28% chance to kill the target. * The automatic rifle does (5d10 + 11) - 2 DV for a 32% chance to kill the target.
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