One thing I can do, if you guys would like, Is whenever I roll, I'll also include a short description of how the roll would have gone if we used the new system. I honestly don't roll character actions much so it's not too big a deal.
Yes please, if possible; maybe even have a whole mission's worth of playtesting - if we do come over to a new system (which even I might be beginning to appreciate), we'd rather have playtested it a lot.
A question: what would happen to Maurice's/Mesk's 'medical expertise' perk?
It would probably remain the same because it's special, unless you wanna change it.
@Kriellya, talking about dynamic bonuses.
I disagree with you about dynamic bonuses being a poor idea. They make logical sense, especially for newbies, because you're spending the time mentally preparing yourself. It's much easier to do something if you take it slow and think about it, rather than rushing through the procedure.
They make game sense too- sure, you can use a dynamic bonus to remove the 33% chance of big mistakes. Or, you could try twice, risking those mistakes, but potentially getting twice as much done too. This applies even more to higher level people, who wouldn't risk much even on a one.
I do think that trying easier things should reduce the chance of outright failure. Jim, for example, shouldn't have a small chance of failing to heat a cup of tea by ten degrees, even if he doesn't prepare. He should just succeed. Now, if he tries to catch a passing airplane and ram it into the ground, THAT should have a significant chance of failure. Or burning a massive hole straight through a blast door. With the current system, he wouldn't be able to fail, except possibly from running out of mind points.
Also, Pyro's star wasn't caused by an overshoot. PW didn't even roll. Pyro's star was entirely caused by Pyro thinking that heating several million cubic meters wasn't a terrible idea. To be fair, it was the first -9 event, so he couldn't have known quite how badly that would go.
One thing we could do to make dynamic bonuses make more sense is force players to explain them. To give some context as to exactly what the fuck they're doing that gives them bonuses. AND how about this: The dynamic bonuses are only available to people with +0 or lower in the stat they're trying to use. We'll assume that if you're at +1, you've already got the knowledge and skill and that any amount of prep won't significantly increase that.
This would let +0 newbies get the benifit of prep without causing every turn to be high end players punctuating a turn with "And charge a bonus".
Looks like I'm going to have to rewrite my templates...
Not much time to discuss. Currently ambivalent. I'd like to see a more definite description of the New system.
@Piecewise: If there's something else you'd like to change in the ER system, you could use this as an opportunity to do so. You could even rebuild the entire thing from scratch. Not saying that you should, just saying that this gives you the opportunity to change many things that need changing.
One thing I have been thinking about is the weirdness of boosting physical stats and having those stats carry over into new bodies. That is something that is a complete gameplay convention and makes zero sense. But I'm not sure how to change that.
do we have to use a d6?
That is a good question, though unless someone can come up with some damn good rules using other dice, I'd rather shoot for something that still uses RTD rules, if only so this giant shift in mechanics isn't even more drastic.
Effects similar to the one she uses are actually available to players. Well, to one particular player in a certain circumstance.
Is that player still (somewhat) active? Or could it be someone who has been inactive for a while such as Grate or STEPHEN HAWKING?
I'll say that they're still active. I'll even point out the end of that sentence again.
What happened to all the angry shouting people with guns who burst into the hallway out of R&D and arrested a guy? Did they just go away?
Give it a turn. Everyone over by the R&D is either dead, almost dead or not posting so not seeing anything.
They should be walking up behind you by the end of next turn.