Re: A Bunch Of Unrelated Notes
Posted by:
Josh M (IP Logged)
Date: September 4, 2018 03:34PM
There’s a lot here... let me try to address what I can. If people have follow up questions, I suggest starting a new thread for that specific item.
Surgery is always 2 Minutes. It’s longer than a typical Heal, but has flexible benefits. We are fine tuning the wording, but essentially at the end of Surgery you may choose 1 per Surgery Level: A: Heal 5 Vitality, B: Cure Wither or Cure Bleed, C: Something else from a relevant Skill.
We are trying to decide which option to go with. If one could simply Create Rare Resources like one Creates Consumables, they would choose to every time. You can’t. Some Procedures require you to Synthesize something from something else. Do we want to do the same thing for Consumables, or keep them as Create? Some people have complained about the over abundance of consumables, and we would like to change to a slightly more scarce-feeling world, a medium between FI 1 & 2 in that respect. This is worthy of its own topic of discussion.
The Physics Cannon is a typo, it should be by Gun.
Tabula Rasa now has a specific effect when interacting with Psychoses. We are not complicating that further.
We plan to have Automatons in FI 3. For more, FOIG.
You are correct, the second Instant Heal should be Instant Repair.
Stim is a shorthand we’re using to make the game more accessible. If consensus is that it doesn’t, we’ll throw it out.
Oops on Surgery. See above.
We’re open to Break instead of Disarm. Start a thread and see what people think.
“Advanced Poison” is a different Life State than regular ole Poison, and this has a different Cure. If nothing else, Resist Death would help with the most Terminal Symptom.
Snare and Bind from before have been simplified into a single Effect Call, Bind [Limb], similar to Maim [Limb]. Repair device will fix it quickly. We are debating allowing any level of Repair to also cure Bind, in a similar way to Healing Curing Maim. Start another thread and we’d be happy to hear thoughts.
Power Armor has been significantly changed. Components can be made reactive on their own.
1 minute vs 2 minute: We want there to be some specialization as to what people do, so people can be known for being good at it. We don’t want to go all the way back to 5 Minutes which was Way Too Long. 2 Minutes seems reasonable for things a character is not choosing to specialize in. Feel free to start a discussion thread if you feel that strongly about it.
Hazard Armor is Combat Armor plus the new benefit. This is why we decided to change the name away from Environmental Suit, call it “Armor” and have it require Armor III.
It may not have made it in as it was a basic assumption on our part, you can only have one Preparation of such a skill at a time.
If Burst does not include that in the Current Rulebook, we are including it in the next.
Vitality still gives Punch. Did not mean to leave that out.
Execute and Quickdeath MUST be delivered to the Torso to be effective. This gives someone the option to pretend to execute or QD someone and then not.
I admit lack of personal knowledge on blade lengths. We will be having a Combat Meeting this coming weekend and I will make sure we discuss this. Can you start a discussion on this in a separate thread in the meantime?
Dodge and Parry are used as they currently are in FI 2, except you simply call ‘Resist’ when you use them.
I will update the list of known issues as I have the time. Thank you for this, if I seem abrupt or dismissive I blame recovering from surgery. [List updated!]
You are all wonderful people, and I appreciate you taking the time to offer constructive feedback.
-Josh Marcus
Head of Plot, FI 3
Edited 1 times. Last edit at 09/04/18 09:31PM