Minor: Playtest Packet 02B


We're planning for a close-quarters fight, and Navy Special Weapons have set us up real nice.

I've uploaded Playtest Packet 02B, which is not large enough for me to call a whole new playtest but does have a few important changes and some new moves.

After the weapons rebalance in Packet 02, I was thinking more about the weapons lower down in the Harm ratings, which were previously balanced by having plenty of ammo. My thinking is that the combat encounters I've seen in playtest are short, violent affairs where high Harm is very useful. This is completely in line with my understanding of what ODST combat should feel like, and PbtA does not necessarily shine in long combat scenes (in my experience, anyway) so I don't want to change that. Instead, I'd like to buff a few of the weaker guns to improve their apparent utility - even if just as sidearms to primary weapons. A few more moves have been introduced as part of this overall effort.

Also to note: I have added suggested stats for Flood combatants. Further content and GM advice to support Flood-related adventures will be added once I have run a playtest to see for myself.

The full changelog, as always, below.

Changes:

  • Shotgun is now Harm 4 (was 3) and Ammo 3 (was 4)
    • Designer's note: It didn't feel right that the Shotgun was the same harm as a DMR. While both are perfectly capable weapons, the former is a full-bore power weapon and the latter is a useful tool that takes precision and patience to develop its damage into a kill. With this change, it should be very unlikely to need Ammo 4 - especially if chained with the Trooper's "Combat Knife" ability.
  • Assault Rifle changed: removed text "when you target a weak spot, take -1"
    • Designer's note: The AR should be simple and straightforward. Now it is.
  • Battle Rifle changed: added text "when you target a weak spot, take +1"
    • Designer's note: This should nudge Specialists in particular but maybe all classes towards this weapon, which now offers enhanced reliability to its relevant move. The BR should feel like a default weapon, while the DMR and Sniper Rifle should be increasingly specialist picks.
  • Added a new optional move "Centre Axis Relock" to the Scout.
    • Designer's note: Increasing utility of the sidearms to the class most likely to need (and have) a relatively technical close-quarters ability.
  • Added a new optional move "Quick Transition" to the Trooper.

Files

playtest_02b.pdf 1 MB
Sep 23, 2022
playbooks_02b.pdf 96 kB
Sep 23, 2022

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