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Quote: • Take an extra quick or complex mental or mesh action in an action turn. This action may only be taken after everyone else has gone. If multiple characters choose this option, they go in Initiative order after everyone else has taken their turn.
• Acquire a clue through investigation, research, or analysis of the facts at hand, without needing to make a test.
• Avoid making an Infection Test when using a psi sleight (asyncs only).
Quote: • Ignore the effects of 1 trauma. • Refresh rep network favors at a cost of 1 point per favor level (refreshing Level 3 favors would cost 3 points).
• Acquire a clue by gathering information via social interactions without needing to make a test.
• Negate a player’s social gaffe that the character wouldn’t make.
Quote: • Go first in an action turn. If multiple characters choose this option, they go in Initiative order before everyone else.
• Take an extra quick or complex physical action in an Action Turn. This action may only be taken after everyone else has gone. If multiple characters choose this option, they go in Initiative order after everyone else has taken their turn.
• Ignore the effects of 1 wound.
Quote: Flex pool is a wild-card pool. It can be used to affect dice rolls for
any tests and for narrative control.
eaton wrote: Quote: I don't think Flex really will because the other pools are stronger IMO. The narrative "mother may I" stuff with the GM and dice roll ranges don't really match up the neo-speed, trauma/wound ignoring, and the other things. Especially with it probably coming in smaller numbers. If I'm going for a smart character I'd value my ability to auto-pass investigation checks much more than my ability to pull a handgun at a convenient moment or whatever. Similarly for a fighting character, I'd value neo-speed and ignoring wounds, more than calling on the help of trustworthy or powerful/useful NPCs.
Sure, but Flex points can be used *in place of* any other point type, in addition to providing Flex-specific options. So they're a sort of catch-all point that highly, ahem, *flexible* characters would benefit the most from.
Quote: I don't think Flex really will because the other pools are stronger IMO. The narrative "mother may I" stuff with the GM and dice roll ranges don't really match up the neo-speed, trauma/wound ignoring, and the other things. Especially with it probably coming in smaller numbers. If I'm going for a smart character I'd value my ability to auto-pass investigation checks much more than my ability to pull a handgun at a convenient moment or whatever. Similarly for a fighting character, I'd value neo-speed and ignoring wounds, more than calling on the help of trustworthy or powerful/useful NPCs.
MrWigggles wrote: Well EP is different from various RPG, where equipment is reward and character progression. In EP equipment are just tools, you use in the moment.
Nother concern, is forensics. They keep using the same body, same stuff, it gets easier to tie those ego to these neferious events.
Ian Argent wrote: One thing that nags me about EP is that you expend character resources on gear, only to leave it all behind, down to your morph, when you egocast;
TheGrue wrote: That's not a problem with Eclipse Phase. It's a problem with players who haven't calibrated their expectations about what they "get" from character creation. If you're playing a campaign where egocasting is going to be common, you shouldn't be spending lots of CP on non-transferrable physical gear.
MrWigggles wrote: It doesnt need to be different. Just tell the players, "Hey, there gonna be lots of ego casting." Problemed solved.
Decivre wrote: Agreed, but I think the book should actually state it openly. Tell players the "permanents", so they know that Aptitudes, Skills, Traits, Software and Sleights stay with you forever.
TheGrue wrote: But how do you know that's the case, if the book doesn't explicitly say it?
TheGrue wrote: That's not a problem with Eclipse Phase. It's a problem with players who haven't calibrated their expectations about what they "get" from character creation.
CordialUltimate2 wrote: They're very central now. And as means of differentiating morphs they are not the way to go IMO. You exchange the 7 differentiating stats for 4.
ThatWhichNeverWas wrote: I find this issue aggravating because it's really easy to solve.
First, give rules for players to sell their old gear and morphs, because when they egocast their old stuff doesn't just vaporise.
Ian Argent wrote: More generally, I suppose I'm asking for the "default cost" be "the cost of the blueprint" and if all you want is one instance, then say "step the cost down one" instead of the default cost being "an instance" and the advice being "step the cost up one for a blueprint." That seems to fit more with the world as presented.
TheGrue wrote: I do so enjoy it when people who have never run or played a game of Eclipse Phase lecture the rest of us on where the problems with the rules obviously lie.
Decivre wrote: TheGrue wrote: I do so enjoy it when people who have never run or played a game of Eclipse Phase lecture the rest of us on where the problems with the rules obviously lie.
When those same people are agreeing with veterans of the game, however, it's probably something to note.
No it isn't, because discarding the opinions from a given source unless they agree with your own is what's known as a confirmation bias.
Trappedinwikipedia wrote: I mean, nanofabs aren't *that* different from replicators.
I agree though, but from a perspective of wanting to be able to modulate the amount of gear the party has from mission to mission. Speaking as a GM being able to let the players run rampant with drones and ~100k credits worth of gear is a lot of fun for a little while, but it's nice to be able to slow that down and play as a group of low grade worker pods infiltrating something. Both speeds are fun, but if you have a refundable budget it becomes a lot harder to switch between them.
I'm not 100% certain how I'd handle it. I think if the new edition makes it easier to acquire a lot of gear without GM fiat (which I think it does), then simply having a modest pool to buy starting gear with which cannot be spent on other things would be best. Let background adjust it some, but make it such that you don't choose between better skills and better gear directly.
eaton wrote: There are a lot of ways, as a GM, to restrict access... ;-)
Quote: The GM has pretty much the ultimate authority to do whatever they please. They can make up any rule they want to enforce or restrict things.
Ideally, they shouldn't have to make up rules when using a rule-system other people have made. Preferably, they should be given the necessary rules by the rulebook.
Dilf_Pickle wrote: My understanding is that Firewall usually foots the bill
Decivre wrote: Can you honestly tell me right now that the corebook explicitly states "physical gear and morphs are poor choices when your character egocasts frequently"? I'm not asking whether the corebook mentions how egocasting works or what can go with, but whether it explicitly states to the player that this makes certain character creation choices suboptimal.
lets adapt wrote: [b]Anyhow, this issue boils down to player understanding of the setting.[/b] I've been running EP for several years, for many different groups, and I've not once had a player flip out about not being able to magically cart their old gear around after an egocast. Why? [b]Because [u][i]I[/i][/u] make sure they understand the basic conceits of the setting.[/b]
Everything the player needs is already there, IMO. If you want to add a big, red disclaimer stating that they'll be fucking themselves in certain situations, sure, go ahead. This sounds perfect for the player's handbook stretch goal! But to add rules explicitly to combat a problem that can be solved by saying the words "you will lose all material items on egocast!" to your players seems heavy-handed.
Fucking over players because they lack understanding of the setting, or because the GM lacks the wherewithal and foresight to impress these details of the setting upon them, is an incredibly poor design choice.
lets adapt wrote: This is a weird place to launch this argument from. If you're saying you can't trust the people involved with basic setting information then how can you assume they'll pay attention to a new rule designed to help with this particular situation?
LatwPIAT wrote: A character generation process that lets player pick perishables communicates by its very presence that they're [i]supposed[/i] to pick perishables.
LatwPIAT wrote: The game should be playable - and enjoyable experience - by inexperienced players and an inexperienced GM, and the present state of CP disappearing down the drain on resleeving is add odds with this.
Quote: When you really get down to it, you don’t need all of that stuff. You just need a fabber, or really, access to a fabber. Have gear hanging around that you don’t need? That’s called “junk.”...No, there’s no reason to keep all this crap around. You know what you can carry with you when you egocast? Blueprints. Skills. Expertise. That’s where the real operator lives. Not in the physical implements, but in the program running on the metal or the meat.
Dilf_Pickle wrote: A character generation process that includes leafing through 55 pages of gear communicates with crystal clarity that they're not supposed to pick everything. So pick judiciously. That's one of the fun parts!
Dilf_Pickle wrote: Being newbie-friendly is a fine ideal, but if a proposed solution to the problem is ham-handedly dictated in game mechanics without attending to in-universe logic, it violates one of the principal attractions of hard sci-fi: that it inexorably makes sense.
MrWigggles wrote: It breaks immersion. Gear and morphs acquired during CG, is from your character past. How are they getting equal market value for used, and probably highly speclized morphs and gear thats probably been used in conjunction with neferious shanigans.
o11o1 wrote: I also feel like I only have a loose understanding of how expensive an [Expensive] item really is in terms of hit to somebodies budget, though I suppose in that case I should pay more attention to the retry intervals and the odds of success at various rep levels.
Ian Argent wrote:
Inexperienced GMs need hand-holding from the system. Experienced GMs know when to break the rules. Chargen is a one-and-done thing, it's not an ongoing part of the system. It can (and usually does) break the logic of the world in aid of fun.
UnitOmega wrote: Of course, that is already "fixed" in 2E with fewer generalized skills replacing more specialized ones - and until we actually see the CC outline and what that looks like we probably shouldn't build theoretical framework for what 2E should be doing vis a vis investment of starting resources. We don't know what the resource pool is.