Minor: Playtest Packet 03B
Another whisper, sir. Near Io. We have probes en route.
The pace of development has slowed over the last few months, but not completely stopped. I haven't tested the result of Packet 03, but I still think it's headed in the right direction and have made the following tweaks and changes. As usual, further playtesting and changes are to be expected.
Changes:
- Added a new basic move "Impose Your Will", covering social situations as well as general interactions that do not come under the similar move "Seize the Moment".
- Flipped "Enter the Combat Zone" to be worded as "pick 1 thing to go wrong" rather than "pick 1 thing to go right", which is both easier to imagine and a more forgiving game effect. Also clarified that only one roll from the team commander is required.
- Flipped and rewrote "Target a Weak Spot" to be worded as "pick 1 thing to go wrong" rather than a plethora of different effects.
- Merged the core moves "Remember the Fallen" and "Take a Moment" into one XP-granting move "Pause to Reflect".
- Increased the Magnum to Ammo 10 (was 9) and the Silenced Magnum to Ammo 7 (was 6).
- Designer's note: The internal balance of these choices did not feel good next to the Silenced SMG, which is Harm 2 Ammo 5 +silenced.
- Replaced the Sergeant's optional move "Team Cohesion" with a new move, "Fortune Favours the Bold".
- Designer's note: This offers a fun yet costly ability for the Sergeant to be uniquely consistent within the team.
- Replaced the Sergeant's optional move "Dustoff" with a new move, "Steady, Soldier" which gives a limited amount of Harm-clearing potential.
- Designer's note: While I like the design of "Dustoff", it's an ability that, if it works as intended, results in one or more players being out of the game and that's not what I want to spend page space on. "Steady, Soldier" encourages a bit more to happen during downtime and fits the Sergeant's individually-supportive model better.
- Changed the Sergeant's optional move "Pain is Weakness" to key off Steady instead of Brute. Changed it to always clear 2 harm and have no effect on 10+ (was: always clear 1 harm, clear another harm on 10+). Renamed it to "This is Nothing".
- Designer's note: Steady is the correct stat for mental fortitude, and prevents an unintended interaction with the new optional move "Make Your Own Luck" above. Considering it is a once-per-mission move, it felt appropriate to have it clear 2 harm.
- Changed the Sergeant's optional move "No Easy Day" to reflect changes in "Seize the Moment", allowing them to ignore marking stress or harm and allowing them to clear it instead.
Changed the Sergeant's optional move "No More Dead Heroes" to apply when a comrade draws unwanted attention, plunges into danger, becomes pinned or becomes out of action (was: when a comrade becomes pinned or out of action).
- Added a new optional move "Emergency Medical Kit" to the Sergeant.
- Designer's note: I felt that the Sergeant was too tightly woven into the assistance mechanic, and was not quite powerful enough as an individual. The changes above should improve their ability to contribute.
Changed the Specialist's optional move "Field Medic" to clear 2 harm and 2 stress (was 1 harm and 1 stress) on a 10+, and clear 1 harm and 1 stress on a 7-9 (was "they can walk").
Designer's note: Given that this move consumes unit supply, it should give a bit more breathing room. It now compares more favourably to the new "Steady, Soldier" move too.
Files
Get First Into Hell
First Into Hell
Tales of heroism, daring and sacrifice.
Status | In development |
Category | Book |
Author | HSAR |
Tags | halo, PbtA, Sci-fi, Space, Tabletop role-playing game, War |
More posts
- Minor: Playtest Packet 04CMay 05, 2024
- Minor: Playtest Packet 04BApr 15, 2024
- Major: Playtest Packet 04Feb 04, 2024
- Major: Playtest Packet 03Sep 26, 2022
- Minor: Playtest Packet 02BSep 23, 2022
- Major: Playtest Packet 02Sep 18, 2022
- Minor: Playtest Packet 01BSep 12, 2022
- Major: Playtest Packet 01Sep 11, 2022
Leave a comment
Log in with itch.io to leave a comment.