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Darwinism
Jan 6, 2008


I might be running this for a few friends, what are some quirks/pitfalls that people have found with the system and what do you do to mitigate them?

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Darwinism
Jan 6, 2008


Thanks for the advice, it is pretty different going to a system that values equipment so much more in combat. The group I'm running for is most used to 4E, so I think they'll really like the tactical depth here and the fluff is wonderful. I'd be running Ghost Ship Carthage then Let Sleeping Gods Lie if the group responds well, both look solid.

Ship stuff seems a little difficult to integrate well, do people here use it much or just tend to use cinematic travelling?

Darwinism
Jan 6, 2008


So unless I'm misreading things particle pistol turrets are free. This is kinda hilarious, since for a base level party it seems like a pretty huge force multiplier.

Darwinism
Jan 6, 2008


unseenlibrarian posted:

Turrets are a type of drone, so they have a minimum cost of 1 resource after all other considerations. (It's in the header for drones on page 104)

I knew it was too good to be true. The info doesn't always seem to have the best layout, but it's a fairly minor nitpick.

Darwinism
Jan 6, 2008


So one of my players would like to go for melee, but it seems really high-risk at low resources since there don't seem to be tons of ways to boost your defense. Am I getting a decent read on that, and what's some advice for melee player builds?

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Darwinism
Jan 6, 2008


Thanks for the advice, infestor whip and shield seems to be just along the lines of what the player wants - the control in Impair is pretty great and moving heavy cover from the front will keep them from getting pasted so easily. They're a big X-Com fan though so I'm anticipating more of a X-Com 2 Ranger playstyle than a D&D Fighter.

First thing I'll be putting them through is Ghost Ship Carthage, but man I want to just throw in a few more creatures into the fights because wow they look sorta anemic.

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