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Eclipse Phase mechanics...

Started by Sigmund, July 20, 2012, 09:07:13 AM

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Sigmund

I have read folks saying that Eclipse Phase's mechanics are "clunky" or don't work that well. I have not played the game, or even read the rules cover-to-cover, although I have and am reading through them. It seems to me to be just a percentile system. What, specifically, makes the rules less than ideal and how hard, in ya'all's opinion, would it be to houserule in fixes, or even adapt another system? I love the setting and premise and would not mind running this game if the rules can be made to work, or a different system (such as BRP) be adapted to fit.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Spike

My main issue with the core mechanics winds up being that: In a game about body hopping and swapping, far too much of your character sheet (skills) can alter in poorly explained ways if you change to a body with different 'caps' on your attributes than the one you left.

Beyond that I guess there is the problem of being too good to fail and stuff like that but I can't say for certain since nobody I know is into transhumanism.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

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Sigmund

Well I can see where that would suck. Goung through chargen to make the character you want, then having the shit change whenever you have to switch bodies would be annoying, hadn't gotten to that part yet apparently. That would be a house rule I'm thinking, even if it might make more sense when "realism" is considered.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Spike

It's been a while, but some of it would only happen at the top end. You take a high end body, max out a stat, then move to a body with lower stat maxes and your skills related to that stat have to drop.*

Which, when combined with the (admittedly well marked) body-linked 'merits' makes for a weird design for a body hopping game.


*Bodies don't have actual stats, the 'persona' does, which apparently represents the persona's ability to guide the body. But better bodies have higher potentials.  Its not a bad idea, but the implementation could be a lot better.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https: