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

playtest_03b.pdf
Jan 17, 2023
playbooks_03b.pdf
Jan 17, 2023

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