Skill test modifiers?

bioreplica's picture
bioreplica
October 29, 2020 - 12:55pm
Hello, I'm reading the rules for the first time in ages and creating characters. Do you use all the circumstial modifiers during play or do you just go with, let's say a single +/- 10, 15, 20 for speed of play? There are a lot of modifiers.
«Language is a virus from outer space» William S. Burroughs
Comments:

KRingway's picture
KRingway
October 30, 2020 - 3:24am
I've always tended to use all of the ones necessary to get something done. Which ones in particular do you think are possibly too much in terms of speed of play?

bioreplica's picture
bioreplica
October 30, 2020 - 7:06am
KRingway wrote:
I've always tended to use all of the ones necessary to get something done. Which ones in particular do you think are possibly too much in terms of speed of play?

I guess I just have to put my brain in the mindset of more simulationist rules than I'm currently use to these days. As soon as you are shooting at someone, in movement, at medium range the penalties are rough when using only 1/2Dex and skill level 1. I'll run a few solo combat scenes to wrap my brain around that.

My hope is to do a one-shot session to hook my rpg regular group. (we play using skype).
«Language is a virus from outer space» William S. Burroughs

KRingway's picture
KRingway
October 30, 2020 - 8:01am
Yeah, but don't worry - after a while the numbers involved become almost second nature, so your brain can figure out what's needed in terms of percentages. Until my rpg group got the hang of the system, we wrote down everyone's base chance to do do X skill, and from there learned what the different +/- would be. It does actually help you size up a situation once you get the hang of this, as you figure out your chances before you try. You can of course decide in advance what any +/- is as a sort of average, so maybe slightly blend or fudge things to make the mental maths easier. I did this with combat situations that were quite fluid. It pays to have some things figured out beforehand if you're the referee.

bioreplica's picture
bioreplica
October 30, 2020 - 8:34am
That makes sense.

What would be a good mission for a 3-4 hour one-shot session? The players have to be able to finish the mission within that time frame. Anything like that published or in the fanzines?
«Language is a virus from outer space» William S. Burroughs

KRingway's picture
KRingway
October 30, 2020 - 11:47am
IIRC, I ran the two adventures that are included in the Alpha Dawn Basic Game Rules. I think either could be played in that time.

jedion357's picture
jedion357
October 30, 2020 - 1:40pm
Run a couple of combats with the sheet of modifiers next to you. In not time you'll be running combat and no even checking the modifiers sheet. 

OTOH- players may not be aware of all that they can use and manipulate from that sheet. Like "defending" it carries a good sized modifier if they are defending. they may not think to attempt to disarm an opponent. 

Martial artist may knock someone prone- being prone carries a big positive midifier to hit so..... "kick em while they're down"

etc. 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

JCab747's picture
JCab747
November 3, 2020 - 10:17am
KRingway wrote:
I've always tended to use all of the ones necessary to get something done. Which ones in particular do you think are possibly too much in terms of speed of play?

I would agree with this sssessment.
Joe Cabadas