greg (grysar) wrote,
greg
grysar

Steampunk Tristat DX analysis

On the whole the system behaved itself rather well I thought.

Skill checks:
I had been somewhat worried about going by the guideline that most skills should top out at half the die you where using (In this case d6, so three). However, that proved not to be a problem. Might have been a matter of good rolls, but the PCs did about as well as I’d expect them too, given their abilities. Admittedly this was a rather high stat party, things may prove more problematic when that was not the case.

Only point that bothered me a bit, heightened senses -4 bonus per character point seems a bit unbalancing. As a result, in any setting where spot and hearing checks are gonna be big, I think I’d recommend going with the two point/level cost to balance things out.

GMing load:
When the variable damage rules are not in place, Tristat seems no more complex than BESM, although the fact that they now refer to bonuses as positive numbers adds a lot of potential confusion for BESM users.

Combat:
Tristat offers a lot of new additions to combat, and I think they all worked out rather well. The breakdown in attack combat mastery and defense combat mastery, and the range of other options allowed a lot of tuning and variety in characters. In the actual fight leap attack in particular proved to be a fun little combat technique.

HP Boost:
To compensate for the lack of variable damage by upping the HP of everyone, functionally reducing all damage, armour, and healing to 60% effectiveness. That seemed a bit much, I'm gonna try for 75% next battle. Also plan to use the shock rules, which I forgot to implement this combat.

Agents and Henchmen:
I had also been wondering if agents and combat-henchmen were a bit unbalanced, and at base level I don’t think they are. The fight had 9 agents and 5 henchmen (although the real threat was from 6 of the agents) and it was beaten rather handily by the characters, who admittedly got some good rolls. I highly doubt the practicality of playing with greater numbers of baddies than that, at least for online play, this seemed to be near the practical limit.

Agents does have the options that for every extra +2 pts spent all of your agents will get +5 pts. I initially was rather dubious about that cost, but I’ve changed my mind. It should be fine so long as GMs follow the book’s guideline that agents should only have a half to a quarter of their points. Erring towards half with d4 and d6, probably erring towards a quarter with d10 and d20.

However, there was one rather dumb thing I noticed about agents and henchmen during the character design process. Unlike in BESM, in Tristat you can assigned owned as a defect to your lackeys. This makes no sense to me, as unless someone else has partial ownership of your lackeys, you can only benefit from them having the owned defect. I’m pondering whether to make agents and henchmen an extra two points and banning owned, or just banning owned outright.

Similarly, I do stand by my view though that agents and servants are out of sync. But, that’s why I made the house rule that the first level of servant gets you 3*dx points rather than 1*dx points.
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That’s all I got I’d welcome anyone else observations including those that contradict what I say here. ^_^
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