@Tez said:
- How are advantages dealt with in +rolls? Like action skills?
Thanks for the feedback. Yeah, they're just like skills.
- Do ruling attributes (aptitudes, in this case!) still figure in for action skillls, expertise and interests.
Yes, the basic mechanics are the same. Staff sets a "related aptitude" for each action skill, you can custom-set one for each expertise/interest, and you can always override the default by specifying it in a roll (Creative+Firearms, for whatever weird reason).
- I'm curious why you dropped the rating scale / how this impacts XP & XP costs.
Conceptually FS3 always had 4 main skill brackets - novice, proficient, veteran, master. You could think of them almost like 4 skill levels. The in-between levels were just "fluff" to give folks some intermediate advancement steps.
What I observed on countless FS3 games was that folks would agonize/argue over those intermediate steps - like whether someone should have a 4 or a 5 - when it didn't really matter.
Likewise, several games seemed to be okay with the idea of restricting levels 1-3 (because they felt it sucked too much) and 9-12 (because they thought it was too overpowering). So instead of a 1-12 rating system, you ended up with a 4-8 rating system... not really what was intended.
Simplifying/streamlining the ratings was intended to resolve these issues and just generally make the system easier to use and review.
The XP works basically the same, but it's kinda like you're buying 2 levels at a time so the costs are higher. The intermediate levels are combined in one purchase.
Some of the things that I'd like to see...
I'll add the combat suggestions to the wish list, except for the idea of making lethality/mod things public. Those are meant as GM "hacks", as it were, to tune combat as befits the story. They're the equivalent of rolling behind the GM screen, so by their nature they're intended to be private.
(dice) making it difficult to create an NPC that is a real challenge for players...
@Three-Eyed-Crow said the same - This is really what those lethality/mod commands are for. By its simplistic nature, FS3 is not designed to accommodate ratings beyond the PC-equivalent range. But with creative use of armor, lethality and GM mods, you can usually do a pretty decent job at making things tougher for the PCs.
I never advocate using it to gang up on players meanly or be underhanded, but sometimes it's more fun for everyone if you can tune things on the fly.
Code should never replace story. Unless of course you want it to.