[19:33] <+BattlelordsRPG_TonyO> Greetings! My name is Tony Oliveira. I’m the one of the four people who own 23rd Century Productions, LLC, the company that is releasing the 7th edition of the Battlelords of the 23rd Century roleplaying game. I’m also the company manager.
[19:33] <+BattlelordsRPG_TonyO> Battlelords of the Twenty-Third Century™ has been around for close to 30 years now, but we haven’t seen a new addition for about 17 years. We are currently funding the 7th edition on Kickstarter at (Link: https://www.kickstarter.com/projects/1580315595/battlelords-science-fiction-rpg-revised-edition)https://www.kickstarter.com/projects/1580315595/battlelords-science-fiction-rpg-revised-edition
[19:33] <+BattlelordsRPG_TonyO> (Shameless Plug)
[19:33] <+BattlelordsRPG_TonyO> What would you guys like to know? (done)
[19:33] <~Dan> Thanks, BattlelordsRPG_TonyO! The floor is open to questions!
[19:34] <~Dan> What’s the game about? 🙂
[19:34] <+EvilBob> Where the the critical hit tables?
[19:34] <+Geek2theRight> What’s it about, and what are the basics of its system(s)?
[19:35] <+BattlelordsRPG_TonyO> The critical hit tables are in the back of the book. 🙂
[19:35] <+BattlelordsRPG_TonyO> Sorry I couldn’t resist.
[19:35] <+Crazy-Cabal> Is the setting changed up or are we still our old gonzo space merc selves?
[19:35] <+BattlelordsRPG_TonyO> We will, space available, be providing critical hit tables that are species specific in 7th edition.
[19:36] <+EvilBob> What other RPG’s have you worked on?
[19:36] <~Dan> (Question pause after EvilBob’s question, please.)
[19:37] <+BattlelordsRPG_TonyO> Battlelords is primarily a d100/percentiles based game system, except for damage. It is known for the breadth of armor and weapons, and the unique armor mechanics.
[19:38] <+BattlelordsRPG_TonyO> The setting, on the character side, has not really changed. We will be providing much more detail on the backstory behind the Alliance’s formation and the war. We’re also introducing a new Antagonist. The Veayan
[19:39] <+BattlelordsRPG_TonyO> I’ve worked on the Blood of Heroes RPG, which used to be Mayfair’s DC Superheroes RPG. I’ve done a lot of freelance work for SSDC, including writing some 6th edition Battlelords sourcebooks, and I have been involved with Battlelords in some aspect since 1990.
[19:40] <+BattlelordsRPG_TonyO> The game still revolves around good ole’ space mercenaries, though we are dedicating a lot of space to running campaigns for Alliance Military Personnel, Pirates, and corporate espionage types as well.
[19:41] <+BattlelordsRPG_TonyO> Did I get everyone’s questions? (done)
[19:41] <~Dan> I think so…. Anyone still waiting?
[19:41] <+Hexeter> I see on the KS page that you have Streamlined the Skills, about how detailed is the Skill System?
[19:41] <+EvilBob> Why did Ram Python’s and Python Lizard’s race name get changed to Pythonians?
[19:42] <+BattlelordsRPG_TonyO> Great questions. Let me take them in order.
[19:43] <+Crazy-Cabal> How many of the races in the core are repeats from GUs?
[19:43] <+BattlelordsRPG_TonyO> The 6th edition system had an INCREDIBLY detailed skill system. There were over 200 skills, with stats on learning time, training cost, specialization, mastery, expertise, careers, etc.
[19:43] <~Dan> Jeez.
[19:43] <+BattlelordsRPG_TonyO> We’ve narrowed that down to about 65-70 skills now.
[19:44] <+Hexeter> Mkay and the Followup would be, what is an Average Skill Load for a Character?
[19:44] <+BattlelordsRPG_TonyO> In addition, a character’s attributes now have significantly more effect on their chance of success when working with skills.
[19:44] <+BattlelordsRPG_TonyO> We did this so if you’re playing a Mutzachan with an IQ of 150, you’re still going to be better than a Human with an IQ of 30 and 3 levels of an IQ based Skill.
[19:45] <+BattlelordsRPG_TonyO> We’ve gotten rid of training time and training cost. I’m pretty OCD, and even I didn’t use those.
[19:45] <+BattlelordsRPG_TonyO> Ok. Onto Pythonians. Much like the Zen and Za Zen are lumped into the same category because they come from the same planet, we’ve lumped the Rams and Pythons together.
[19:46] <+BattlelordsRPG_TonyO> Just like the Za and Zen, they are still separate and distinct.
[19:46] <+BattlelordsRPG_TonyO> We’re just giving background on both in a single entry.
[19:46] <+BattlelordsRPG_TonyO> Because it was awkward to keep saying Ram Python and Python all the time we came up with a collective name.
[19:46] <+BattlelordsRPG_TonyO> Pythonians.
[19:47] <+BattlelordsRPG_TonyO> Though one of our fans has pointed out that since they come from the planet Pythos, that Pythosians would be more accurate.
[19:47] <~Dan> Oh, I dunno. It’s not “Marsian”. 🙂
[19:48] <+BattlelordsRPG_TonyO> All of the races (we call them species now) from 6th edition are in 7th edition. In addition, we’ve included a revised Fott (GU2), a HEAVILY Revised Goola (GU1) and a completely new species, The Keen.
[19:48] <+EvilBob> So if I have a Human with an Agility of 50, how do I make a difficult skill check?
[19:49] <+BattlelordsRPG_TonyO> The base chance of success if 1/2 your attribute. So if you’re doing an AGL based skill check it would be 25% + 5% per level of skill.
[19:49] <~Dan> Actually, before you answer that, can you describe the core mechanic, BattlelordsRPG_TonyO?
[19:49] <~Dan> Oh! n/m. 🙂
[19:49] <+BattlelordsRPG_TonyO> I gotta type slower. 🙂
[19:49] <+BattlelordsRPG_TonyO> Core mechanics…
[19:49] <+BattlelordsRPG_TonyO> Attributes are on a scale of 1 to 150.
[19:49] <+BattlelordsRPG_TonyO> Skills max out at 150%
[19:50] <+BattlelordsRPG_TonyO> Skill checks are 1/2 your attribute plus 5% per level of skill.
[19:50] <~Dan> (wb, GenoFoxx! Howdy, Jezibel1!)
[19:51] <+BattlelordsRPG_TonyO> Certain species (Pythonians) have Attribute multipliers that increase a particular stat. For example Pythons have a Strength attribute with a X2 multiple (STR X2) so their STR bonuses are doubled and the skill difficulties are decreased by one level when making STR related skill checks.
[19:51] <+EvilBob> Skill checks are 1/2 your attribute + 5% per level to a maximum of your attribute, a difficult check imposes a -50 penalty so a human with 50 agility has 0% chance to make a difficult check? Am I reading that correctly and is that the intent?
[19:52] <+Hexeter> Will there be an ongoing Campaign via the Company? or should we be expecting Sourcebooks and going it our own way?
[19:52] <+BattlelordsRPG_TonyO> WE have stanard difficulties for skill and attribute checks. Easy +25, Average 0, Difficult -50, Challenging -75, and Near Impossible -100
[19:52] <+Crazy-Cabal> How do matrixes work these days? Are they still mostly race locked?
[19:53] <~Dan> (Question pause, please.)
[19:54] <+BattlelordsRPG_TonyO> Evil Bob, it would depend on how many skill levels he possess. A human with 50% and 5 levels of an AGL based skill (gymnastics), then he would have 01% chance of success (01 is always a success).
[19:55] <+BattlelordsRPG_TonyO> Matrices are skill restricted to certain species. We were going to make it entirely due to a physiological trait of that species, but there has been some push to keep latent generation, which allows non-matrix generating species to learn to use matrices. (Done)
[19:55] <~Dan> For those unfamiliar, what are matrices?
[19:56] <&Silverlion> How is the armor system simplified, when I made a character (the cat things on four legs) I know armor was mondo expensive and complicated.
[19:56] <+BattlelordsRPG_TonyO> Matrices are psychic powers possessed by certain alien species. Each species possesses it’s own particular “brand” of psychic powers. Mutzachans manipulate energy. Chatilians are empathic. Zen can manipulate organic tissue.
[19:57] <+EvilBob> Is the Bump system reserved for Auto Fire or is it for all shots, IE can I have my Ram with 10 levels of pulse always take two bumps to the head and blow their face off if I hit?
[19:57] <+BattlelordsRPG_TonyO> The armor system has been simplified a bit, but we really attacked it from the other way around (no pun intended) by simplifying how weapons affect armor.
[19:58] <+Crazy-Cabal> Are any of the rift races playable?
[19:58] <+EvilBob> Do laser’s no longer bypass absorption/ did ablative liner get removed?
[19:59] <+BattlelordsRPG_TonyO> It’s now MUCH easier to determine which armor options have been hit when a penetrating hit occurs. Armor options are now easier to deal with in terms of space/weight. And dealing with modifications of armor to do larger or smaller than average species has been simplified.
[20:00] <+BattlelordsRPG_TonyO> Ablative liner was removed because it was one more number to keep track of. Now we have a different defensive system to deal with lasers, called turbulence generators that’s a lot less number tracking for players.
[20:01] <~Dan> In general, does armor reduce damage?
[20:01] <~Dan> Or is it AC-style?
[20:02] <+BattlelordsRPG_TonyO> We are currently evaluating whether we want to use the bump system for semi-auto fire. Keep in mind that even with 10 levels (2 bumps) that the Hit Location die increases in size for full auto/burst fire, so many of your shots (rolls higher than 6) are missing entirely and you’ll have to spend bumps just to get them back on the body/target.
[20:03] <+BattlelordsRPG_TonyO> Armor is a 2 tier system. the hard outer shell (Armor Threshold) reduces damage, and the padding/absorption polymers below that absorbs damage on a point for point basis. Absorption is lost as it is used.
[20:03] <+BattlelordsRPG_TonyO> (done)
[20:03] <+EvilBob> Is bump per entire attack or per specific toss of the dice?
[20:04] <+BattlelordsRPG_TonyO> If you get 2 bumps, you can bump every hit location roll in your burst or full auto barrage (except the first shot) 2 values. Keep in mind some may be misses (rolls greater than 6) and you’ll have to bump them to 6 or less to get them back on the body.
[20:05] <+BattlelordsRPG_TonyO> The more a weapon kicks during full auto the larger the ROF-D (ie. full auto hit location die.)
[20:05] <+BattlelordsRPG_TonyO> The body has 1d6 locations, and when firing that Omega weapon on full auto you’ll be rolling 1d10s for each hit after the first.
[20:06] <+BattlelordsRPG_TonyO> I think EvilBob has read the playtest rules. 🙂
[20:06] <+BattlelordsRPG_TonyO> (Done)
[20:06] <+EvilBob> Are you worried that 6 is going to be the common denominator shot? Why don’t you just use bumps to reduce die code (d10 to d8)rather than values?
[20:06] <+EvilBob> (I’ve run with playtest rules… 4 players with torn up right legs)
[20:07] <+EvilBob> What is your expectation for an Average skill test, a Difficult, Challenging one, a nearly impossible (say for stealth or computer hacking, a real play example)
[20:08] <+BattlelordsRPG_TonyO> There are couple reasons that won’t work. 1) When you reduce the die down to a d6 nothing ever misses. 2) There are many low recoil weapons that start at a d8 for their ROF-D.
[20:08] <+BattlelordsRPG_TonyO> Characters would quickly be dropping to 100% accuracy on full auto, which would suck with a ROF 30 Chaingun.
[20:09] <+Crazy-Cabal> Are there more vehicles than just ultra armor in the core?
[20:09] <+BattlelordsRPG_TonyO> In addition, you have to bump your shots to a location that is Adjacent to the first hit in the barrage for them to count as hit.
[20:10] <+BattlelordsRPG_TonyO> Yes, we will have vehicles in the core rules. We’re going to try to expand them beyond the number in the 6th Edition.
[20:10] <+BattlelordsRPG_TonyO> (done)
[20:10] <~Dan> What is the story behind the setting?
[20:11] <+EvilBob> What’s up with the Ghoola, they don’t understand ownership and mark everything with poop dust? Are you concerned that people will play them like Roach Kender?
[20:12] <+BattlelordsRPG_TonyO> Essentially an Ancient race known as the Mutzachans has been at war with two other races. The Aknar-Ryn (Arachnids or ‘Nids) and the Veayan (Atlanteans). They are worried that these two species will begin wiping out other intelligent life and form a coalition
[20:13] <+BattlelordsRPG_TonyO> This alliance of species and the war (primarily with the Arachnids) serves as the backdrop for the players, who can galavant around the galaxy getting into all kinds of trouble
[20:13] <+BattlelordsRPG_TonyO> Typically corporate mercenaries are the most common types of characters int he game, but it really is an big open universe. Characters can be anything.
[20:14] <+EvilBob> Are the Arachnids talking now? Previously they were a enigmatic race that didn’t generally communicate, I always assumed their name was unpronounceable. Why name them?
[20:14] <+BattlelordsRPG_TonyO> We will be putting a lot of effort in to Military, Spy, and Pirate campaigns as well as the mercs.
[20:14] <+EvilBob> Rebel campaign?
[20:15] <+BattlelordsRPG_TonyO> We figured it was unlikely that they went around calling themselves “Arachnids.” The book is written from the human’s perspective (because we’re assuming our readers are human). The human’s call them Arachnids or ‘Nids. The Mutzachans call them something else.
[20:16] <+BattlelordsRPG_TonyO> Playing rebels will get a LOT more interesting because of what we’re going to reveal about the backstory between the Nids, the Atlanteans, the Mutzachans, and a few other key characters in the battlelords mythology.
[20:16] <~Dan> When you say that the default is for the players to play corporate mercs, what sorts of missions do they go on?
[20:16] <+BattlelordsRPG_TonyO> But I don’t want to spill the beans on that just yet.
[20:17] <+BattlelordsRPG_TonyO> Needless to say you’ll see why the rebels are fighting and what they’re fighting for in the 7th edition.
[20:19] <+BattlelordsRPG_TonyO> The Goola have been heavily revised. As part of the 7th edition all of the player species will get a lot more information. Part of what we’re looking at is that, from a human’s perspective, most alien life is disgusting, vile, and stinky.
[20:19] <~Dan> On a cinematic scale of 1-10, 1 being totally gritty and 10 being over-the-top action, how cinematic is Battlelords?
[20:20] <+BattlelordsRPG_TonyO> Every player species will have something that the humans find at least a little repulsive. It’s just part of biology. With the goola that info got put in the playtest so everyone assumes it’s front and center. It’s just a piece of background info.
[20:20] <+BattlelordsRPG_TonyO> That’s the wonderful thing about battlelords. I’d like to think it’s BOTH. 1 & 10.
[20:20] <~Dan> Really? Hmm. How so?
[20:20] <+BattlelordsRPG_TonyO> The combat system is undoubtedly gritty, but we’re making it less (number) crunchy.
[20:21] <+BattlelordsRPG_TonyO> It’ll always be crunchy, but a little less now.
[20:21] <+EvilBob> doesn’t comprehend “borrowing” or “loaning” seems like it would be prone to player abuse, but we’ll see
[20:21] <+BattlelordsRPG_TonyO> On the other end of the spectrum, you have these fantastic characters and species out on the frontiers of space having amazing adventures.
[20:21] <~Dan> Well, I’m not just talking about crunchy rules — I’m talking about how much swashbuckling action the game supports.
[20:22] <~Dan> (Welcome, Guest! Please set your name with the /nick command. 🙂 )
[20:22] <+BattlelordsRPG_TonyO> Character’s can do absolutely crazy things if they want, and i’ve seen some do it. 🙂
[20:23] <+BattlelordsRPG_TonyO> The system definitely provides a “that’s going to hurt later” buffer, but if characters want to be crazy and swashbuckling they definitely can.
[20:23] <~Dan> So you can crash through the skylight, both guns blazing?
[20:25] <+BattlelordsRPG_TonyO> Definitely. I like to describe a lot of battlelords games as giving characters futuristic gear and equipment, and not nearly enough training on how to use it. Action (and often hilarity) ensue.
[20:25] <+BattlelordsRPG_TonyO> But the game provides to the freedom to run your games as serious or as a loose as you’d like,
[20:25] <+BattlelordsRPG_TonyO> (done)
[20:26] <~Dan> Oh, I think you missed one of my questions.
[20:26] <~Dan> [20:16] <~Dan> When you say that the default is for the players to play corporate mercs, what sorts of missions do they go on?
[20:26] <+BattlelordsRPG_TonyO> Ah. Sorry about that. So many lines. 🙂
[20:26] <~Dan> As in, are the PCs hired to fight the Arachnids? Other corps?
[20:26] <~Dan> No worries. 🙂
[20:27] <+EvilBob> What is your expectation for an Average skill test, a Difficult, Challenging one, a nearly impossible (say for stealth or computer hacking, a real play example)
[20:28] <+BattlelordsRPG_TonyO> I could sit here for literally hours detailing missions we’ve played over the years. In terms of campaign hooks, there are bug hunts, snatch and grabs, bodyguards, garrison forces, holding off an arachnid invasion while civilians evacuate, corp espionage, investigation into communication loss at remote installations, criminal apprehension,
[20:29] <+BattlelordsRPG_TonyO> I could go on and on. The corp will send them out for WHATEVER needs done.
[20:29] <+EvilBob> SSDC still exist?
[20:30] <~Dan> What is the relationship between the mercs and the actual military?
[20:30] <+BattlelordsRPG_TonyO> An average test is going to be the one most commonly encountered. There is no penalty. a Difficult test would be getting through security, a Challenging test would be getting through security without letting them know you’ve done it. A near impossible test would be seizing complete control of their system without letting them know you’ve done it.
[20:30] <+BattlelordsRPG_TonyO> SSDC still exists.
[20:31] <+BattlelordsRPG_TonyO> There is a love-hate relationship between the two. The Alliance military and the mega-corps both share the same Eridani organization scheme, so they have that similarity. The military knows that they can’t be everywhere at once, and so they recognize the need for mercs.
[20:32] <+BattlelordsRPG_TonyO> On the opposite side of the coin, the military also views the mercs as undertrained incompetents, with few rules of engagement to reign them in, which they view as a really bad combination.
[20:32] <+BattlelordsRPG_TonyO> (done)
[20:33] <~Dan> With so many exotic aliens to choose from, what’s the appeal of playing a Human?
[20:34] <+BattlelordsRPG_TonyO> That’s the million dollar question.
[20:34] <+BattlelordsRPG_TonyO> When Larry designed the game he set the humans as the baseline.
[20:34] <+BattlelordsRPG_TonyO> All other species are better than them in at least one respect. Humans are the middle ground.
[20:35] <+BattlelordsRPG_TonyO> So why play them? 1) They get a ton of skills. 2) They’re everywhere. There are more humans than any other species by an order of magnitude. 3) Humans are universally accepted. No one really hates. us.
[20:35] <+BattlelordsRPG_TonyO> They may think we’re mutzachan kiss-asses, but unlike a phentari we can go to an Eridani planet without causing a ruckus.
[20:36] <+BattlelordsRPG_TonyO> The opposite is also true, though we might get eaten on a Phentari planet. 🙂
[20:36] <+EvilBob> With Orions being a human variant now, why are the Phentari still trying to eat Humans?
[20:36] <~Dan> The Phentari being the squid guys?
[20:36] <+BattlelordsRPG_TonyO> We still taste great with Ketchup. Phentari are the squid guys.
[20:37] <+EvilBob> Predator faced squid guys
[20:37] <+BattlelordsRPG_TonyO> The phentari rarely actually eat humans. Eating an Alliance citizen is still illegal. It makes a great threat though to keep the humans in line. 🙂
[20:37] <+BattlelordsRPG_TonyO> (done)
[20:38] <~Dan> What are some of your favorite alien species?
[20:39] <+EvilBob> With no skill training time, what’s down time look like in 7th?
[20:39] <+BattlelordsRPG_TonyO> Hmmm… I’m not sure I have a favorite. I try to play them all. I think I tend to favor the Humans. As far as “aliens”… probably the Phentari.
[20:40] <+BattlelordsRPG_TonyO> You’re still training, but we figured we’d let experience points and the gamemaster be the limiting factor on character improvement.
[20:40] <+BattlelordsRPG_TonyO> (done)
[20:41] <+BattlelordsRPG_TonyO> We did get a few formal requests from SSDC when the handed over the keys to the game.
[20:41] <+EvilBob> like what?
[20:41] <~Dan> Oh?
[20:42] <+BattlelordsRPG_TonyO> One was that we change Battlemaster to Gamemaster, because the abbreviation from BattleMaster was… ugh… awkward.
[20:42] * ~Dan snickers
[20:42] <~Dan> Are you sure that wasn’t Reason #2?
[20:43] <+BattlelordsRPG_TonyO> Well played. 🙂
[20:43] * ~Dan bows
[20:43] <+BattlelordsRPG_TonyO> They were happy to learn that our goal was to streamline and clarify the system while retaining that “Battlelords Feel.”
[20:44] <+BattlelordsRPG_TonyO> We’re not gutting the system. We’re just making it more efficient.
[20:44] <+BattlelordsRPG_TonyO> Battlelords has a nearly 30 year history and many of the hardcore fans have been playing the game since 1990.
[20:45] <+BattlelordsRPG_TonyO> We’re trying to keep them happy, while also making the game accessible to newer players.
[20:45] <+EvilBob> Any chance of adjusting skill caps, ex humans’ get piloting for one skill point less but are capped at 100% for piloting while a Phentari has a higher MD so therefor is a better pilot? So a Human might get +25% maximum skill cap or something.
[20:45] <+BattlelordsRPG_TonyO> We examining skill caps and skill discounts.
[20:46] <+BattlelordsRPG_TonyO> One rule we’re looking at right now is limiting skills to 100% unless you have an attribute over 100% for that skill.
[20:46] <+BattlelordsRPG_TonyO> It’s something we’re tossing around in playtest.
[20:46] <~Dan> Speaking of piloting, to what degree to you cover space combat?
[20:47] <+BattlelordsRPG_TonyO> It would allow character like humans to “make up for poor attributes with high skills” but also allow species with superhuman (100+) attributes to accomplish things no human could in those areas where they excell.
[20:47] <+BattlelordsRPG_TonyO> excel.
[20:47] <+EvilBob> How are cybernetics going to look? Can my Human get a cyber brain augmentation to get over 100 IQ?
[20:48] <+BattlelordsRPG_TonyO> Cybernetics will only change in one aspect. Limb replacement will become far less common. In 7th Edition the Zen medical tech has advanced to the point where as long as your noggin is intact they can grow you a new body. So limb replacement is less common.
[20:49] <+BattlelordsRPG_TonyO> Implants are still common, so you’ll be able to get cybernetic augmentation via implants just like in 6th edition..
[20:49] <+EvilBob> In 6th, a Human Hacker could go up to 320% and a Mutzach hacker could go up to 345, in 7th its 100 to 150, that’s a pretty monumental difference.
[20:50] <+EvilBob> Cyber limbs were a right of passage in battlelords. Everyone got one by their 3rd mission.
[20:50] <+BattlelordsRPG_TonyO> We felt that skill percentages of 300+ was one of the glaring flaws in the old system. Keep in mind the 7th edition uses a compressed skill system.
[20:50] <+EvilBob> Critical Hits, so no lnger at 1/4 body points?
[20:50] <+BattlelordsRPG_TonyO> 150 in 7th = 300 in 6th
[20:50] <+BattlelordsRPG_TonyO> Critical hits are still at 1/4 body points.
[20:52] <+EvilBob> Shape change skill? Why not just do it as a short form matrix control style. Its still going to cause more problems than its worth.
[20:53] <+BattlelordsRPG_TonyO> Shape change skill has been a fixture in the revamp since SSDC started looking at re-releasing a new version of the game in 2011. The problem with the current shape change skill is that it’s too rigid and limiting, but a truly freeform system would make the Mazians overpowered.
[20:54] <+EvilBob> Matrix style would make it way more freeform without being overpowered though… just saying
[20:54] <+BattlelordsRPG_TonyO> We went with an Attribute shifting system. The mazian shapeshifter can simply re-allocate his shape shifting % among his attributes to accomplish what he needs to be done.
[20:54] <+BattlelordsRPG_TonyO> Are there ANY changes we’ve made that you like EvilBob?
[20:54] <+BattlelordsRPG_TonyO> 🙂
[20:54] * ~Dan chuckles
[20:54] <+BattlelordsRPG_TonyO> If they Mazian wants to be harder to hit he dumps some shape change into AGL.
[20:55] <+Crazy-Cabal> Is converting material from 6th to 7th going to be difficult?
[20:55] <+EvilBob> I think I’ll ike it better when you get more material out
[20:55] <+BattlelordsRPG_TonyO> If he wants a dozen pseudopods to operate a computer faster he dumps shape change % into MD, etc.
[20:55] <+EvilBob> I’ve been running BL since the 90’s, Mazians were always problems. Just doing another variant of the shape change skill isnt’ going to fix it.
[20:56] <+BattlelordsRPG_TonyO> No, conversion should be super easy. A flat reduction of weapon accuracy across the board. You may have to make up some SMRs for armored suits that are present in the new rules that aren’t in 6th edition or earlier.
[20:56] <+BattlelordsRPG_TonyO> Ok Evil Bob. Shoot me your idea. I’m listening.
[20:57] <~Dan> Are you sure that’s wise? He’s EvilBob, not HelpfulBob. 😉
[20:58] <+BattlelordsRPG_TonyO> Maybe not. 🙂 I suspect Evil Bob knows how to reach us on facebook if he wants to relate his idea.
[20:58] <+EvilBob> Think a half caster level class from dnd or something. Except for the Mazians its for shape changing. Instead of the totally free form skill which GM’s don’t apply uniformly, the Mazian gets to buy powers like matrixs, powers like fingerprint, or generate skeleton, or make eye etc
[20:58] <+BattlelordsRPG_TonyO> (Link: http://www.facebook.com/Battlelords)www.facebook.com/Battlelords (shameless plug)
[20:59] <+EvilBob> So you want to bump speed you shape change into ‘cheeta leg’ for some in game resource and then you gain cheeta legs for a duration.
[20:59] <+EvilBob> It lets you pick out better ‘powers’ but doesn’t let the BM say… I don’t think it works like that
[20:59] <+BattlelordsRPG_TonyO> Our skill isn’t freeform. It’s fixed ratios. 1 point of shape change will only get you 1% of AGL or 1% of MD, but I see where you’re going.
[21:00] <+Crazy-Cabal> Well my own personal favorite has always been the lifepath tables, are they still in the system? Are we sticking with just a few in the core or are we getting race/profession specific ones like GU3?
[21:00] <+EvilBob> I’d say the ratios aren’t the problem, its the “I change into a bird” well what size of bird, “As big/small as I can make” what size is that?
[21:00] <+BattlelordsRPG_TonyO> We will still have the character development tables.
[21:01] <+BattlelordsRPG_TonyO> Space permitting we will have a race specific table for each player species.
[21:01] <+BattlelordsRPG_TonyO> We are also going through the tables and “evening them out.”
[21:01] <+EvilBob> Those tables were great but unbalanced at times
[21:01] <+EvilBob> Horribly unbalanced at times
[21:01] <+BattlelordsRPG_TonyO> So the ratio of really good, good, average, bad, really bad results fall on a standard deviation curve.
[21:01] <+Crazy-Cabal> True, cyber knight or rocket square t’ the groin!
[21:01] <+BattlelordsRPG_TonyO> Yes. Some were horribly unbalanced.
[21:01] <+BattlelordsRPG_TonyO> We’re fixing that.
[21:02] <+BattlelordsRPG_TonyO> The Ram Python table was about 75% BAD stuff. I don’t know why anyone ever rolled on it.
[21:02] <+EvilBob> I rolled a character that immedieatly retired because I was far too wealthy to be a battlelord, and another time I lost too many vital stats to actually go mercings
[21:02] <+BattlelordsRPG_TonyO> The one in GU 1
[21:02] <+EvilBob> Probably should include a ‘shopkeeper rule’ somewhere
[21:03] <+EvilBob> (if your stats drop below X, you get kicked out of basic)
[21:03] <+BattlelordsRPG_TonyO> Rolling on the Fickle Finger of Fate Table (FFoF) still can result in some really bad (or really good) stuff happening to your character.
[21:03] <+BattlelordsRPG_TonyO> But we tell you that up front.
[21:03] <+BattlelordsRPG_TonyO> A lot of players enjoy playing characters with low stats as a challenge.
[21:04] <+EvilBob> People say that but there are limits
[21:04] <+BattlelordsRPG_TonyO> We once had a character end up with a negative charisma due to the tables.
[21:04] <+BattlelordsRPG_TonyO> He used it a weapon. 🙂
[21:04] <+EvilBob> You could do that. Try a negative con
[21:04] <+EvilBob> He sneezes on you, you get sick and die
[21:04] <+BattlelordsRPG_TonyO> Negative con means your dead.
[21:04] <+BattlelordsRPG_TonyO> That’s one thing we clarified in 7th edition.
[21:05] <+EvilBob> see
[21:05] <+BattlelordsRPG_TonyO> What happens when an attribute drops to zero or less.
[21:05] <+BattlelordsRPG_TonyO> We addressed that for EVERY attribute
[21:05] <+BattlelordsRPG_TonyO> It was unaddressed in prior additions.
[21:05] <+BattlelordsRPG_TonyO> What happens if a matrix drops your Aggression to 0?
[21:05] <+BattlelordsRPG_TonyO> No one knew.
[21:05] <+EvilBob> I’m not talkinga bout one low stat, but multiple low stats, or terminal cancer or something that would prevent you from joining a merc group.
[21:05] <+BattlelordsRPG_TonyO> Same for Constitution
[21:06] <+BattlelordsRPG_TonyO> We WOULDN’T you join a merc group if you had terminal cancer? What do you have to lose?
[21:06] <~Dan> BattlelordsRPG_TonyO: Did you see my earlier space combat question?
[21:06] <+BattlelordsRPG_TonyO> No, i missed that Dan.
[21:06] <+BattlelordsRPG_TonyO> Can you repeat it.
[21:06] <+BattlelordsRPG_TonyO> ?
[21:06] <~Dan> I was just wondering about the degree to which the game covers space combat.
[21:08] <+BattlelordsRPG_TonyO> The game will feature spacecraft, including deck plans, which characters can use as a base of operations. Like the A-Team van, only bigger. (I probably dated myself there.) 🙂
[21:08] <+BattlelordsRPG_TonyO> The game will also feature a simplified space combat system for players who want to do that. The emphasis will ALWAYS be on the characters?
[21:09] <+EvilBob> Just want upgrades for the spaceship, other than that its a floating catle
[21:09] <+BattlelordsRPG_TonyO> They’ll be repelling boarders, boarding enemy craft, performing damage control, etc.
[21:09] <+BattlelordsRPG_TonyO> The deck plans also make great settings for encounters.
[21:10] <+EvilBob> Make sure to have good rules for accidental explosions
[21:10] <+BattlelordsRPG_TonyO> Space craft will essentially be treated as a suit of multi-person armor. As such they can be customized with options, just like armor can.
[21:11] <+EvilBob> I like the switch out between heavy armor, street armor for different scenarios, how wealthy are players designed to get
[21:11] <~Dan> Does the game feature mecha?
[21:11] <+EvilBob> (Ie a considerable portion of the gear in BL was never something you’d actually be able to afford unless your GM was monte haul)
[21:12] <+BattlelordsRPG_TonyO> That’s really up to the GM. What we found when we spoke to players is that groups tend to stick at certain levels. One group never gets much farther than bargain basement laser and used armor, fighting in the mud. Other groups are running around in Mechanized battle armor toting Abomination Omega Cannons.
[21:12] <+EvilBob> There were more enemies at the lower end
[21:12] <+EvilBob> How are the contract negotiations going to be this edition?
[21:13] <+BattlelordsRPG_TonyO> My personal mantra is DONT LIMIT THE PLAYERS. The game is set up so people can do either, and the new background info for Mercs, Military personnel, pirates, and spies will be set up in tiers (low, medium, high) so it can be adjusted for whatever level of play/budget people want to play at.
[21:14] <+BattlelordsRPG_TonyO> There was more EVERYTHING at the low end. We’re trying to get a more equal distribution across the game in terms of weapons, armor, and opponents.
[21:14] <+BattlelordsRPG_TonyO> Dan the game does feature Mecha. We call the Ultra Armor (or Humpty Dumpties).
[21:14] <+Crazy-Cabal> Are there any critters in the main book? Or do I need to look at my old Uncle Ernie’s?
[21:15] <+BattlelordsRPG_TonyO> We have four of the smaller UAs already illustrated and now we’re working on the big ones. They are all new designs for 7th edition.
[21:15] <+BattlelordsRPG_TonyO> Crazy-Cabal there ARE critters in the main book!
[21:15] <+BattlelordsRPG_TonyO> That was the BIGGEST complaint we heard in regards to content.
[21:15] <~Dan> How many critters? 🙂
[21:15] <+BattlelordsRPG_TonyO> “The arachnids are the big bad guys. Why aren’t they in the main book?”
[21:16] <~Dan> Good point.
[21:16] <+EvilBob> That was always the first hurlde in my games, your first Arachnid kill…
[21:16] <+BattlelordsRPG_TonyO> We’re going to have the Arachnids, their minions, and a host of genetically modified killing machines courtesy of nihilistic Uncle Ernie
[21:17] <~Dan> Very cool. 🙂
[21:17] <+EvilBob> Any generically equipped opposing mercs/guards/rebels/thugs as well?
[21:17] <+BattlelordsRPG_TonyO> the current layout species 12 pages of hostile alien lifeforms (HALS)
[21:17] <+BattlelordsRPG_TonyO> So assume 2 per page on average and you’re looking at around 24 HALS. Maybe more, maybe less.
[21:18] <~Dan> That’s a HAL of a lot.
[21:18] <+BattlelordsRPG_TonyO> Yes. We will have pre-gen NPCs and they will be in tiers just like the pre-gen teams (low, med, high). So GMs can grab a bad guy ALL GEARED UP at the appropriate level for the PCs without the need to build them.
[21:19] <+BattlelordsRPG_TonyO> Well played again Dan. I think one was even better. 🙂
[21:19] * ~Dan bows
[21:19] <+Crazy-Cabal> Nice! NPC work and armor tracking was always a pain in earlier editions.
[21:19] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:20] <~Dan> (Howdy, Lolth!)
[21:20] <&Lolth> (Yello.)
[21:20] <+BattlelordsRPG_TonyO> Crazy-Cabal, we found the biggest complaint from the GM perspective was getting a balanced encounter. We’re hoping the tier system helps with that.
[21:21] <+BattlelordsRPG_TonyO> Just that we can’t do it without the support of our fans. We’re paying for the production, design, layout, and artwork in the book all out of pocket. The Kickstarter is just our printing cost. We need our fans to pledge to make this a reality.
[21:22] <+EvilBob> Is Space Fold still a 9th level matrix
[21:22] <+BattlelordsRPG_TonyO> We need them to spread the work to new and old players alike about the Kickstarter and about how cool Battlelords is!
[21:22] <~Dan> Awesome. 🙂
[21:23] <+BattlelordsRPG_TonyO> Yes, Space Fold is still a level 9. Don’t want a newbie Matrix Controller destroying the planet while he’s practicing the glue matrix. That’s where I keep all my stuff!
[21:23] <~Dan> Quick note: Those wishing to support my Q&As can do so here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:23] <+BattlelordsRPG_TonyO> Crazy-Cabal you can find a picture of our newest Ultra Armor design on our facebook or instagram site.
[21:23] <+Crazy-Cabal> Any new setting stuff outside of Hell’s kitchen etc?
[21:23] <~Dan> Thanks very much for joining us, BattlelordsRPG_TonyO!
[21:23] <+Crazy-Cabal> Thanks!
[21:24] <+BattlelordsRPG_TonyO> Not a problem. Thank you very much for the invite!
[21:24] <~Dan> Mind you, you don’t need to run off — I’m just going to log the chat and link you. 🙂