I received the exact e-mail also today.
It's like waiting for T-2000 to come in the mail when I was a teenager, but I'm glad its going to be of better quality and only a month away instead of two.![]()
I hope it is good news.
Cheers!
This is some of the best news I have heard in a long time!
If they really listened and the old axiom holds true that the squeaky wheels really do get the grease so that the really snfu'd parts did get dumped or made stand alone options, my opinion of the game will have to make a huge turn for the better and the chance that I may actually buy the rules will go way up.
So I hear there is still an effect widget although supposedly rewritten somehow. I was trying my best to get back onto the RTT wagon but after seeing and hearing more detail and being bluntly reminded of the former general unpleasantness via drive by's where i visit - the sour taste has came back and for the time RTT has been relegated to the last in line of my personal considerations list.
MGT character generation works okay, although it generates too many skills for a 2d6 task system IMHO. But this is an easy problem to address if true.
And the same cap on skill levels (6)...
I can see compatibility issues between CT & MGT characters, but don't see how the 2d6 mechanic is affected...
I've seen this concern a few times now, and I wonder: in CT there was essentially only one target # (8), right? And MGT now has +/-6 to task difficulties: do you consider this range of mods a wash?
And the same cap on skill levels (6) exists in MGT, so is the concern that characters will have a greater range of skills? If so, that doesn't seem to break the 2d6 mechanic either.
I can see compatibility issues between CT & MGT characters, but don't see how the 2d6 mechanic is affected (issues of attribute mods aside: I'm okay with them, since they're fairly modest).
Supplement Four covered it pretty well, but I'd like to add a practical observation. Assuming a base target roll of 8+, there isn't that much real world difference between (say) a +3 or a +6. One succeeds almost all the time (84%), the other succeeds all the time (100%). The same is true of -2 (fails 83% of the time) and -6 (fails 100% of the time). So MGT's cap on modifiers doesn't really matter much unless the players do a lot of impossible tasks.
And the problem really arises when the character generation system routinely generates skill levels of 2+ (it's pretty easy to find another +1 modifier). Looks to me like MGT characters get such a large number of skills that most are gonna have a lot of skills of level 2+.
And the problem really arises when the character generation system routinely generates skill levels of 2+ (it's pretty easy to find another +1 modifier). Looks to me like MGT characters get such a large number of skills that most are gonna have a lot of skills of level 2+.
I've rolled up or assisted players rolling up a number of characters, using both the official playtest system and a slightly more generous version (I'm giving two skills per term, instead of one skill + one for promotion).
I've rolled up or assisted players rolling up a number of characters, using both the official playtest system and a slightly more generous version (I'm giving two skills per term, instead of one skill + one for promotion).
Typically, I've seen two to four skills at 2, and the bulk at skill-1 or skill-0.
Sable, you really should think that through a little bit more. A little tweak like that can really mess up a game later on (given the reason above for the 2D6 system).
For example, take one of your "competent but not excessively so" characters and look at his percentage chance of success at the different task levels (for MGT, use +2 and -2 to determine task levels).
I think, once you see those numbers, you'll be surprised and go back to the 1 skill per term.
It can't be too bad. LBB1 gave Scouts and Others 2 skills per term with no promotion.