[19:04] <+BTRC> I’m Greg Porter, otherwise known as the guy who runs BTRC, because typing out Blacksburg Tactical Research Center gets tiresome after a while
[19:05] <+BTRC> BTRC used to do the whole distributor/store route for sales, but for several years it has been pdf only, which is much easier logistically, although substantially less profitable.
[19:06] <+BTRC> I’ve always like the flexibility of pdfs, and with the iPad, I wanted to make a tablet-centric rpg system. Moving the 1st edition of EABA over to the new platform was easy enough from a text standpoint, but I also wanted to incorporate player and GM tools into the pdf.
[19:06] <+BTRC> And finally, it’s done. I hope.
[19:06] <+BTRC> (done)
[19:06] <~Dan> Thanks, Greg! Would anyone like to start us off with a question?
[19:07] <~Dan> (I’ll give them a moment before I ask some of my own.)
[19:07] <+xyphoid_> So what have you got for tablet tools?
[19:07] <+xyphoid_> And is it ios-only?
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[19:07] <+xyphoid_> (my group has like 4 tablets at the table equally split, sigh)
[19:08] <+BTRC> The pdf has a built-in dice roller, the character sheets do all the calculations automatically, there are one-click PC’s and NPC’s and vehicles, and map sheets you can draw on and erase.
[19:08] <+Dahak> Any chance you will expand into setting-neutral genre sourcebooks? GURPS and Hero have dropped the ball there in recent years.
[19:08] <~Dan> (Question pause while Greg covers those two, please.)
[19:08] <+xyphoid_> Oh hey so it’s JS-in-PDF rather than native apps?
[19:08] <+xyphoid_> That’s a neat approach
[19:08] <+BTRC> The reason EABA v2 hasn’t been out for a month is getting the kinks out of the Android version. EABA v2 runs on Acrobat Reader, iOS and Android.
[19:09] <+Kage2020> As I’m on a break from GURPS, I would be interested in seeing setting-neutral genre sourcebooks. (Not a question so hopefully not a problem, Dan.)
[19:09] <~Dan> (No problem, Kage2020!)
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[19:09] <+BTRC> However, the full functionality only works with PDF Expert (iOS) and qPDF (Android), and Acrobat of course. The Android implementation is still a bit slow because of the internal architecture of qPDF, but they assure me they are working on that.
[19:09] <+BTRC> (done)
[19:10] <+BTRC> Next?
[19:11] <~Dan> (Greg: Did you get the setting-neutral genre books question?)
[19:11] <+BTRC> By setting-neutral genre book do you mean something like GURPS Martial Arts? Or did you mean something else?
[19:11] <~Dan> Dahak, can you clarify?
[19:12] <+Kage2020> That’s how I mean it, but I wouldn’t want to speak for Dahak.
[19:12] <+Kage2020> A genre implementation in EABA covering common tropes etc.
[19:12] <+Dahak> Fantasy, Horror, Martial Arts, etc. ala gurps and hero (and savage worlds recently)
[19:13] <+Dahak> Exactly as Kage said.
[19:13] <+BTRC> I may expand the powers system in EABA v2 into a sourcebook, explaining how to do particular things with the system (gadgets, runes, etc.)
[19:14] <+Kage2020> Great. I cannot wait until the file appears in my downloads section on BTRC!
[19:14] <+BTRC> However, I don’t see any generic horror or other tropes for EABA v2. However, EABA v2 is an open license system, so I have no objection if someone else wants to post guidelines short or long on a particular topic. I’ll probably stick with specific setting books.
[19:15] <~Dan> That’s good to know!
[19:15] <+BTRC> Kage, if I do a powers sourcebook, hang around the BTRC forums and you’ll see it as it develops.
[19:15] <+BTRC> Chunks of various items in playtest are always floating about.
[19:15] <~Dan> Do you have a link to the forums handy, Greg?
[19:16] <+Kage2020> BTRC – I’m hanging. Also, check your announcement thread in EABA v2 board. I’m not sure if I was the first person to purchase EABA v2, but I might have been. 😀
[19:16] <+BTRC> Speaking of EABA v2, it went live right before I started the chat. The PayPal buttons seem to work, since orders are coming in. Hopefully the system is also sending out download links…
[19:16] <+BTRC> (Link: http://www.btrc.net/btrc-forum)http://www.btrc.net/btrc-forum
[19:16] <+Dahak> You were first, I was second, Kage. 😉
[19:16] <~Dan> Thanks!
[19:17] <+BTRC> Did either of you get the download link emails?
[19:17] <~Dan> And glad to hear it, re: EABA v2 going live!
[19:17] <+Dahak> Nope.
[19:17] <+Kage2020> I did. Directed to a page. Download link says file missing.
[19:17] <+BTRC> I’ll email Trentin and see if he can fix it.
[19:17] <+Kage2020> But back to the interview. You can use me to experiment with later in getting the system tweaked if you need a guinea pig.
[19:17] <+Dahak> Or rather what happened to Kage happened to me too.
[19:18] <~Dan> Greg, I’d like to discuss what goes into a character and what the basic mechanic is like. Which do you think would make the most sense to cover first?
[19:18] <+BTRC> Okay, I’ve sent my web guy a message. He’s on Vegas time, however.
[19:19] <+BTRC> On mechanics.
[19:19] <+BTRC> Hmmm. Why not open that to our two combatants?
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[19:19] <~Dan> (Howdy, Ettin!)
[19:19] <~Dan> Greg: Sure.
[19:21] <&StormBringer> The Blackburg Tactical Research folks are here! w00t!
[19:21] <+Kage2020> Greg — As a GURPS’er, what do you think would be my main advantages to switching over to EABA? Or perhaps more generically, what do you feel are the “big things” about EABA that people will want to pull it out of their collection to use?
[19:21] <~Dan> (Question pause there, please.)
[19:22] <~Dan> (Let’s cover the mechanic, then compare it’s pros and cons to those of GURPS, if that works for you, Greg.)
[19:22] <+BTRC> As a GURPS player from way back, having a couple extra attributes is nice. Especially since the rules allow for splitting them up into subcharacteristics easier than GURPS does.
[19:24] <+BTRC> EABA also handles ranges of power better than GURPS. The scale is a little more compressed. Not so much as Hero, but I remember GURPS Supers being a nightmare of dice. EABA, not so much. It gives a nice range of variability for normals, but does not go overboard in numbers for guys who can pick up a tank.
[19:24] <+BTRC> (done for now. next q?)
[19:25] <~Dan> Can you describe the core mechanic?
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[19:26] <~Dan> (And I’m likely to ask questions to which I already know the answer for the benefit of those reading the log post-Q&A, lest you think I’ve lost my mind, Greg. 😉 )
[19:26] <+BTRC> There are several of those, but the start would probably be “best three”.
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[19:26] <+BTRC> The EABA system is all d6, and for any sort of competitive task you only keep the best three results.
[19:27] <+BTRC> This means that with a +2 in there, the maximum difficulty you can succeed at is a 20 (the system is “equal or beat the difficulty number”).
[19:28] <+BTRC> The difficulties for tasks are generally set so that a skilled person can do things a person could do in the real world, but you can easily make a situation so difficult that no one could do it.
[19:29] <+xyphoid_> How do you pronounce ‘eaba’ anyway? eeeeba? ayba?
[19:29] <+BTRC> The most interesting and possibly controversial mechanic is going to be the new sliding turn scale. Combat rounds change in length, either according to a constant increase, or by dramatic needs of the GM.
[19:30] <+BTRC> ee-buh
[19:30] <&StormBringer> Hai keebuh!
[19:30] <+Kage2020> On a personal note, the sliding turn scale is one of the things that really appealed to me as an online gamer. I begin to rub my hands together when I think about the applications around the table.
[19:31] <+BTRC> I started thinking it about it when I tried to model cool scenes from movies as game turns. You just cannot do it on a second-by-second basis.
[19:32] <+BTRC> Making it feel real and act real was sort of the goal.
[19:33] <+BTRC> I’ve got a third person who says the download button is borked. Gack.
[19:35] <+BTRC> (done?)
[19:35] <~Dan> Regarding the “three highest” — we discussed the way EABA handles superhuman beings. Do you mind revisiting that?
[19:36] <+BTRC> I mentioned “best three”, which means normal human talent tops out at a difficulty of 20. In the Traits you can buy for a character is one called “Larger than life”, which lets you keep “best four”, or five or whatever, either for your whole character or just one attribute.
[19:37] <~Dan> You can buy that for the whole character? Interesting…
[19:37] <+BTRC> This lets you be more than human. You can have Daredevil’s sense of hearing, Oliver Queen’s archery skill, etc.
[19:37] <~Dan> As to the latter, can you apply it to a skill rather than to an attribute?
[19:38] <+BTRC> That’s one of the Traits with the “GM permission only” icon on it.
[19:38] <+BTRC> Since skill rolls are “Attribute + skill”, having it on an attribute automatically applies it to any skill on that attribute as well.
[19:39] <+BTRC> (done)
[19:39] <~Dan> Right — I was thinking in terms of creating a character who has exceptional aim but isn’t exceptionally acrobatic, for example. (Although we haven’t covered what the attributes are, come to think of it.)
[19:39] <+Kage2020> Greg — Are you going to do much in the way of worked examples of characters on BTRC.net? Characters (and character generation) are really the way that I learn a system, and seeing builds of various types of characters helps with that.
[19:40] <+BTRC> To do that, you would probably have a decent attribute (Agility), but really good skill. And keeping the extra die makes a huge difference.
[19:41] <+BTRC> Kage, not at the moment. If I get a break and the advanced pdf does not fall apart, I may incorporate a script for the 6 template characters into the quickstart rules.
[19:42] <+BTRC> (done)
[19:42] <~Dan> To follow up (when you’re caught up, Greg): Do you provide any sorts of guidelines or benchmarks for the degree of competence various levels of Larger than Life represent? It sounds like a great scaling mechanic.
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[19:44] <+BTRC> No explicit guidelines, no. But if an extra die is 3.5 points (assuming you are rolling at least 4d, or 5d or whatever), then each extra die you keep roughly quadruples your maximum aimed range with a weapon.
[19:44] <+BTRC> (each 2x range is +2 difficulty)
[19:44] <+mib_wdr9lg> Hey!
[19:44] <+BTRC> Hey ho!
[19:45] <~Dan> Welcome, mib_wdr9lg! You can set your name with the /nick command. 🙂
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[19:45] <~Dan> Welcome, Alan! Here for the Q&A? 🙂
[19:45] <+AlanDNelson> How’s it going with the release!! (Aside from the 404 problem… =) )
[19:46] <+BTRC> The 404 problem is a pain.
[19:46] <+BTRC> No idea why, apparently only the new products. I’m working on it.
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[19:46] <~Dan> (wb, Sil!)
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[19:47] <~Dan> Greg: What are the core attributes, and how broad are the skills?
[19:47] <~Dan> (Howdy, fant!)
[19:47] <+BTRC> Anyways, the “best three” and the sliding turn scale are the big things.
[19:48] <+BTRC> Core attributes are Strength, Agility, Awareness, Will, Health and Fate. Fate is a “luck” or “magic” attribute and can also be repurposed for specific genre uses. You could use it for Honor, for instance.
[19:48] <~Dan> So the equivalent of the POW(er) stat in Basic Roleplaying, pretty much?
[19:48] <+BTRC> Skills are as broad as you need them to be. You could have “projectile weapons” as a top-level skill, or say that “rifle” and “pistol” are separate skills.
[19:49] <+BTRC> On Fate, could be. It is designed to be flexible. It would be a lot like Karma in Shadowrun if you use it for luck purposes, a way to let the players fudge things instead of the GM.
[19:50] <+BTRC> (done)
[19:50] <~Dan> You mention “top-level skill”… I take it there are optional levels of specilization?
[19:50] <+fantomx11> you mentioned top level skill. are there different tiers of skills?
[19:50] <+fantomx11> heh
[19:50] * ~Dan high-fives fant
[19:52] <+BTRC> You can specialize skills, so you could have Botany(xenobotany) for instance, or Projectile weapons(crossbow). There are a number of advanced options that can be applied. For instance, specific operations in a skill may themselves be a separate skill. You can fire a muzzle loading rifle but not know how to reload it.
[19:53] <+BTRC> The entire rules are sort of structured as “here’s the basic rules, here are some advanced topics to add detail or special cases.”
[19:53] <~Dan> Sounds nicely flexible.
[19:53] <+BTRC> (done)
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[19:54] <+Mostlyjoe> Yo Dawgs.
[19:54] <+Mostlyjoe> Or such.
[19:54] <+fantomx11> so, if you specialize, do you get more points to spend than if you had taken the top-level skill?
[19:54] <~Dan> What is the human attribute scale, and if you exceed it, do you move into the “Larger than Life” scale?
[19:54] <+BTRC> I think I describe the rules as 100 pages of rules and 200 pages of free supplements.
[19:55] <~Dan> (Howdy, Mostlyjoe! Q&A in progress with Greg Porter of EABA! #rpgnet2 open for general chat, if you like! 🙂 )
[19:56] <&StormBringer> Comment: The alternate covers for EABA are gorgeous, Mr Porter.
[19:56] <+BTRC> The normal human attribute scale tops out at 12-13 (a roll of 4d or 4d+1). You simply cannot exceed that unless there is an altered racial maximum or the campaign has points for powers, which being paranormal, let you do things like have a superhuman attribute level.
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[19:57] <+BTRC> Thank you. Since no one has been able to download EABA v2 yet, you must be referring to the EABA v1 alternate covers?
[19:57] <+Kage2020> Or the ones exhibited in your Youtube video, perhaps?
[19:58] <+BTRC> Could be, but the resolution in that is hardly gorgeous. In any case the alternate v2 covers are merely the interior chapter art.
[19:58] <+AlanDNelson> Just being “part” of the release. Can’t wait to absorb it.
[19:58] <+BTRC> I can’t wait to get it to you.
[19:58] <~Dan> Hmm… But would there be much point in having superhuman ability levels without taking Larger than Life, since you’d still be limited to human-scale outcomes?
[20:00] <+BTRC> Hulk would not need them. His use of Strength is not really a competitive thing, so he is not limited to “best three” to see how far he can throw something or how much he can pick up.
[20:01] <+BTRC> I suppose there is also a min-maxing thing. Since skill rolls are dependent on attribute rolls, having an amazingly high Agility makes all your Agility skills cheaper for a particular skill roll total.
[20:02] * ~Dan nods
[20:02] <+BTRC> (done)
[20:03] <+Kage2020> Apologies. Have to dive away for a while, but looking forward to reading the rest of the Q&A session. Have a good night!
[20:03] <~Dan> Bye, Kage!
[20:04] <~Dan> On a scale of 1-10, where “1” is “horrifically gritty” and “10” is “way over the top”, how gritty/cinematic would you say EABA is?
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[20:05] <+AlanDNelson> If “gritty” you mean… realistic…. tough to beat the Universal Chart for “realism” tool.
[20:06] <+BTRC> The default notion for damage is that if you are a human, any human, a solid 9mm to the head should render you unconscious or dead. Ditto for a solid broadsword hit to the head. On your scale, I’d say the default is somewhere around a 3. Optional rules could tweak that down to a 2 or raise it up to maybe a 5.
[20:06] * ~Dan nods
[20:07] <~Dan> So would you say, then, that EABA wouldn’t be able to handle something as over the top as Exalted, for example>
[20:08] <~Dan> ?
[20:08] <+BTRC> Never played Exalted. If you adjusted the use of Fate for luck and gave players more of it, you could probably get away with quite a bit.
[20:09] <~Dan> I could also use Feng Shui as an example. I’m thinking of settings in which you can pull off patently insane stunts.
[20:10] <+BTRC> You could also tweak the parameters of reality for a setting. The supers in the in-development Eschaton setting are inherently more damage resistant than mere mortals, even if completely unarmored.
[20:10] <~Dan> That would require Larger than Life right off the bat, re: insane stunts, right?
[20:10] <+BTRC> I think you could do Feng Shui if you gave PC’s one level of larger than life. That would let them roll over mooks.
[20:11] <+BTRC> Yes for Larger than Life in Eschaton. It is allowed for the setting, but players are not required to purchase it.
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[20:11] <~Dan> (Welcome, TomB! Here for the Q&A?)
[20:12] <+TomB> Thought I’d drop by. Thanks, Kage, for the link.
[20:12] <+BTRC> Update: Been trying to track down the PayPal bug. Got some notions, will check them out when done here.
[20:13] <~Dan> Speaking of settings, what all do you have in the works?
[20:13] <&StormBringer> (Sorry, had to take care of some AFK stuff. Whatever is under the downloads section of the BTRC website is what I have been viewing. “Digital Osmosis” is one.)
[20:13] <~Dan> (And please feel free to chime in with questions, TomB!)
[20:13] <+Dahak> Greg- On a non-EABA note, as a former Martinsvillain, I regret never having the opportunity to meet you.
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[20:14] <+BTRC> Eschaton: Dark-ish supers, CORPS: Reboot of the original setting, Ythrek: An update with more material, Grep: Alien nanotech
[20:14] <+BTRC> Those are the top level ones.
[20:14] <+BTRC> Dahak, how former a Martinsvillian are you?
[20:15] <+BTRC> Stormbringer, those are the EABA v1 covers. Don’t have any way to import those into the EABA v2 cover page, but eventually the code might allow it.
[20:16] <+Dahak> Until 2003. Didn’t realize how close you were until seeing the zip code in EABA 1.1 years later.
[20:16] <+TomB> Definitely looking forward to CORPS and Ythrek.
[20:16] <~Dan> Can you describe those two, Greg?
[20:16] <~Dan> (CORPS and Ythrek, I mean.)
[20:16] <+BTRC> Another nice touch on EABA v2 is the advanced combat chapter has a section on designing your own melee combat forms, so you can have a genre-specific sword style or martial art.
[20:17] <&StormBringer> (Gotcha)
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[20:17] <+BTRC> CORPS is an over the top global conspiracy setting. Aliens, the works. Twin Peaks, X-files, Fringe, all rolled into one.
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[20:18] <+BTRC> Dahak, I live on top of Fork Mountain, about 2 miles from the Lucky 2 convenience store on Route 220.
[20:18] <&StormBringer> (I have some errands to run, so keep up the good work, BTRC! I hope I can get back before you guys take off!)
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[20:19] <~Dan> (Bye, Stormy!)
[20:19] <+BTRC> Ythrek isd a post-ruin setting. Renaissance level tech, magic, but a horribly blasted world that is really just oases in a vast desert with a Helliconia-type climate cycle.
[20:19] <+Dahak> Up near Bassett Forks (sp)?
[20:20] <+BTRC> The idea is that whatever happened to ruin the world was so bad that not enough people survived to remember what happened. And now something bad (magically pernicious bad) is happening again.
[20:20] <~Dan> Sorry — what type of climate cycle is that?
[20:21] <+BTRC> Normal climate cycle overlaid with a longer one. So every few decades you get hellishly hot summers and merely hot winters, and at the opposite end, cold summers and freakishly cold winters. The sort of thing where people survive only by having surplus food and staying hunkered down for months at a time.
[20:22] <+BTRC> Dahak, midway between M’ville and Rocky Mount. Sontag area.
[20:23] <+BTRC> (next?)
[20:24] <~Dan> We’ve touched on this a bit, but can you describe your system for powers?
[20:24] <+Dahak> I wish I knew that at the time. I never had any luck finding a CORPS group.
[20:24] <+TomB> I notice the ‘Buy Direct’ button on the BTRC home page returns a ‘404’.
[20:24] <+BTRC> Yeah, you and several others…;( Working on it.
[20:25] <~Dan> (back in a sec — please continue)
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[20:26] <+BTRC> Powers, like everything else in EABA v2, can be scaled. You have a gameworld base in the form of X/Y, or free/efficiency. The free value adds or subtracts to the final level you buy in a power. The efficiency value means that any modifier total that exceeds that value is quartered.
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[20:27] <+Dahak> Must take off now. thanks Greg and Dan!
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[20:27] <+BTRC> So, you can adjust one or both to tailor how you want powers to work.
[20:28] <+BTRC> Example: If the values are 0/9, then all powers get +0 effect and any modifier total of more than +9 is quartered.
[20:29] <+BTRC> Modifiers are just that, things that add to power level (limits) or things that subtract from it (advantages). Range would be a negative. Having to concentrate and chant mystic syllables would be a positive.
[20:29] <+BTRC> Any specific questions on the topic?
[20:30] <~Dan> (back — let me scroll back real quick)
[20:30] <~Dan> Okay, caught up, thanks.
[20:30] <+TomB> If this has been asked, let me know and I’ll get the details later. Any plans to release a new version of ‘Stuff!’ tailored to the new Powers system, or individual supplements dedicated to vehicles, powers, weapons, gear, etc.?
[20:31] <+BTRC> Probably a supplement devoted to the minutia of powers, along the lines of say GURPS Magic, but with a section or two on mundane gadgets.
[20:31] <~Dan> So all powers work under the same basic system, and the ads/disads create the “flavor”?
[20:33] <+BTRC> Not quite. For instance, the mass of a gadget can be a big modifier, but if the modifier is quartered past a certain point, you lose the utility of a really huge gadget.
[20:34] <+WonderRat> -_-
[20:35] <+BTRC> So, let’s say “normal” magic has a default of 0/9, but “ceremonial magic” has a -6/24. No one is going to want to use ceremonial magic for the little things, because you take a -6 penalty on the power level you buy. However, if you happen to have a 2 ton sacrificial altar handy, you can take a much better advantage of that +24 part of the gameworld base.
[20:35] <~Dan> Well, to rephrase: You create a “magic system” in EABA, for example, by stating the perks and drawbacks of that particular system, correct?
[20:37] <+BTRC> Think of it as a meta-system, one level more abstract than Hero. You create the power from the modifiers. So, I can say I want a blast that does lethal damage, but heals litle non-lethal damage. If it doesn’t kill you, you’re better in a few hours. You simply buy the modifier for lethal damage and recovery from the effect at the speed of non-lethal damage.
[20:37] <+BTRC> “heals like non-lethal”, not “litle”
[20:38] <~Dan> Does EABA require everything to be broken down into such effects, though? Like mundane equipment, for example?
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[20:39] <~Dan> (Welcome, Guest! You can set your name with the /nick command.)
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[20:40] <+BTRC> A gun can be designed as a gadget in the power system. In fact, all the weapons and gear in EABA v2 are costed out like powers just for comparison purposes (and to make sure the system worked!)
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[20:40] <+BTRC> Welcome JD
[20:41] <+Guestjudgedeath> hello, did “rape pillage and burn ever get released?”
[20:41] <+BTRC> A gun would be a collection of modifiers that includes a few special ones for mundane rather than paranormal gadgets.
[20:42] <+BTRC> JD, no. My artist flaked and did not find a new one yet. Too busy with things like EABA v2.
[20:42] <~Dan> While we’re on the subject, how does combat work? Does degree of success matter to damage, for example?
[20:43] <+Guestjudgedeath> how about that global zombie game that you wrote? it looked interesting.
[20:43] <+AlanDNelson> I would love to see someone put out a GGG-esque supplement in EABA format.
[20:43] <~Dan> (Question pause after GJD’s question.)
[20:43] <+BTRC> JD, that’s sort of with a different company than me at the moment, and there’s an NDA involved.
[20:44] <+Guestjudgedeath> is the CORPS setting being ported to EABA2?
[20:45] <+BTRC> Combat is either unopposed (like shooting), or opposed (like melee). You have initiative, which is a secret bidding process to see who goes first, where your is a penalty on your actions for rushing to be first. Go find some YouTube police shootout videos and compare them to rpg sessions.
[20:45] <+BTRC> None of this taking your time to do skilled shots, they just want to be putting as much lead in the air as fast as possible and hope some of it hits.
[20:46] <~Dan> (Cool idea, re: initiative.)
[20:46] <+BTRC> JD, yes, with an upgrade to the setting itself.
[20:47] <+BTRC> Combat can either be “do all your actions and then the next guy goes”, or “I act, they act, I act, they act”. Depends on how the GM wants to do it.
[20:47] <+Guestjudgedeath> Excellent! are there any eaba1 settings you plan to upgrade to v2?
[20:48] <+BTRC> Each major action you take in a turn is a cumulative -1d penalty on further actions that turn. So eventually people can no longer succeed at things and the turn ends (if you have a 4d skill roll and you have a -4d prior action penalty, you’re done).
[20:48] <+BTRC> JD, all of them.
[20:49] <+BTRC> Most are old enough and played enough that there is all sorts of new material to be added to the setting.
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[20:51] <+BTRC> Next?
[20:51] <~Dan> Does success level affect damage?
[20:51] <+judgedeath> How is eschaton coming along?
[20:52] <+BTRC> Success does not affect damage. In the case of autofire, it can affect how many hits you get, and there is an optional called shot rule that lets you reduce a foe’s armor by 1d if you aim for a weak spot, but that is about it.
[20:53] * ~Dan nods
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[20:53] <+BTRC> JD, Eschaton is probably next on the development list.
[20:53] <~Dan> (Welcome to #rpgnet, Trentin!)
[20:53] <+BTRC> Folks, Trentin is the guy who will hopefully fix the PayPal problem…
[20:53] <+Trentin> Thanks
[20:53] <+BTRC> I am in awe of his talents.
[20:54] <+Trentin> I will fix it. I make computers do what Greg tells them to
[20:54] <+Trentin> 🙂
[20:54] <~Dan> Is there anything you’d like to cover that we haven’t discussed, Greg?
[20:54] <+BTRC> Dan, do you have any specifics from looking over the quickstart and such?
[20:55] <+BTRC> Well, I hope to activate EABA v2 over at RPGnow tomorrow morning, and get the files uploaded to e23 sometime tomorrow as well.
[20:55] <~Dan> Nothing comes to mind at the moment.
[20:56] <+BTRC> Well, in that case Trentin and I have some work to do (by which I mean Trentin works and I watch).
[20:57] <+judgedeath> beat wishes.
[20:57] <+BTRC> Shall we call it a night?
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[20:57] <~Dan> No problem, Greg. Thanks for coming by! I’ll have the log posted shortly and will send you the link.
[20:58] <+BTRC> Good night all.
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[20:58] <~Dan> Good night!