A little review and feedback on the ED pen and paper RPG

Not sure if this is the right forum for pen and paper stuff, but I thought ingame RPers might be interested as well.

So I got myself the EDRPG, actually almost supported the kickstarter but something went wrong and my contribution wasn't sent and I noticed to late. :D
Anyway, I tried to not have any expectations on this and just hoped they got it right, and I got to say, they did. There are few things I don't really like, but there isn't one pen and paper RPG I can't say that about. And I'm a roleplayer for 25+ years now.

Artwork is gorgeous, with many pictures also showing the pilot side of Elite and not only ships. I also spotted screenshots from ED, which seem to have been reworked a bit to perfectly fit in. I like.

The rule system is pretty much streamlined and makes use of systems you might recognize if you played other pen and paper games before, but with so many of those out there it's hard not to, and also the smart thing to do. Doing something different only to make it different never worked before, so I like this approach.

The system is based on d10, skills having a percentage value but you only use the first digit and add a d10 for a skill check.
There are no attributes in this game, which is a bold move, but seems to work flawlessly.

Character creation:
You basically pick a few backgrounds from a pretty extensive list which determine your starting skill values but also give your character some story hints right from the start. You might know this procedure if you played Traveller before, but I find the EDRPG variant a bit less... bulky. Later you distribute a few more points on your skills to add a little more personal touch, and if you pick the right background you also get a Enhancement, which gives your character an edge in a specific area of expertise.
There is also a Karma system, which is mainly for getting your character out of harms way, but since you can pick Karma abilities yourself, you can also use them in an offensive way.
I found the whole process pretty fast and easy, but detailed enough. In fact I also had a few ideas about my pilot's story in mind after creating him, and not only skill values and abilities, which is exactly the way it should be, if you ask me.
There are no numeric character levels, but instead you start off as "Harmless" and climb up Elite's Pilot Federation ranking list by gathering ranking points in the game. The higher the rank, the higher your skill caps. Skill values themselves are raised by using them. Use a skill, make a mark, raise that skill after the session.

Systems:
Combat is pretty simple but offers enough options to influence a fight by your actions. Health is handled similar to D&D hitpoints, though you get fixed numbers on ranking up.
Space ship combat is managed by differing between close and far range, which also determines which maneuvers you can use. Maneuvers are used to move, flee, ram, attack, dogfight and so on. Checks made during ship combat almost always use a ship's trait together with one of the pilot's skills. Vehicle combat is handles similar but also includes a system for tracking speed, including penalties from speeding.
When browsing through the shipyard section of the book I felt a bit like back in the outfitting screen of the computer game. It's all there. And you use it very similar to how you use it for your virtual ships. Of course rules are designed for working within the game system, but in my opinion it's pretty well done. The whole mathematical context of mass and jumprange is simplified to fit our human brains, but there is enough detail left for very elaborate ship customization. A good move in my opinion.
In the base game you only find templates for basic ships, including a blast from the past which is not in the computer game (yet).

Gameworld, equipment:
This is the one downside of the core rule book: There is not much information on the Galaxy. There is information about the superpowers, but almost none on the Pilot's Federation for example. There are hints and explanations about how society works and also what kinds of systems there are and what you can expect from being an independent pilot. Lots of detail, which is awesome, but almost no insight on the bigger picture. For me, and any seasoned player of the computer game that's not an issue at all because we already know all these things, but as a new player who didn't play much Elite: Dangerous, there is a big chunk of information missing. Actually the first thing I look for when I got my hands on a new pen and paper system, is the character sheet and a map of the game world. We know it's not possible to print a map of the game world, and we know why, but those who don't, wonder why there is no map and will have problems imagining how the game world works. How far are inhabited systems apart? Are they all gathered together? Where's federal/imperial/alliance space on a simplified top down map? I know, we are centered around Sol, and yes, I could google that, but could you please tell me, where in the galaxy that is? Where are the borders of the bubble? Three pages explaining the basics of such things would have been very helpful. I am pretty sure there will be more information in later source books, but the basic stuff to portrait the gameworld a bit would have been awesome.
Apart from this there is an elaborate system to create your own star systems which I like very much.

The whole equipment part was very fun to read because there is a lot of information about everyday life and little details about society hidden in there, which is awesome because these are the things we don't have in the computer game. Pen and paper roleplaying should always be about characters, and that's exactly what shines through here as well. Taking a quick look over the equipment tables will reveal that there is a distinction between standard stuff and high quality expensive stuff (Quality weapons for example also have cool product names and there is also a little easter egg refering to another classic pen and paper system hidden here. Good luck finding it).
Uh, and there is Cyberware! Starting with the explanation that cyberware is very much frowned on in the galaxy and also a social stigma for various reasons, cybernetics also come on the expense of Karma points, which means, the more augmented your character is, the less human he/she becomes. I like this approach very much because it doesn't introduce cyberware as cool stuff everybody should have, but more like something you only have if you are too poor for genetically engineered replacements or if you really don't care. When I read that section Deus Ex Mankind Divided came to mind, where you are openly persecuted for being a cyborg.

TL;DR: A streamlined and solid pen and paper system simple enough to play casually and detailed enough to fill campaigns. Many details and systems to cover the ship-side we experience in Elite: Dangerous, but focused on actually roleplaying a character and portraying the game world outside of the cockpit. Only thing missing, in my opinion, is a simplified galaxy overview, but that's about it.
 
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I didn't mention the Biomod section, did I? These are genetically engineered beasts, and first I wasn't sure what to think about those, but then I discovered this at IKEA today and knew: the weaselrat was real...

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During New Year we played a round too, for me it was the first Pen and Paper i ever played.
I read through Dungeons and Dragons a few years ago, but never played it.

Compared to that the edrpg is pretty simple, you dont need dozens of different dice types just to roll your damage.
Also i love how open it still is, there are some hints for background features like "Characters with the Trained Doctor background can even attempt surgery". So at the moment we are thinking about things we could add to our game, like modifiying weapons as an engineer, training other characters in skills for temporary buffs and so on.

Personally i dont really like the equipment sections.
i love to have lots and lots of different weapons and items to play with...so having just one regular gun for each type and a few fixed rares is a bit boring. So our GM introduced some "broken" guns which were cheaper but also dealt lower damage.
also it feels a bit unfinished since some parts mention "weight" like the Augmented Arms (which increase the weight you can carry) or the basic Pack (which can hold 15kg)...but there is no weigth listed anywhere.

But overall its pretty solid and fun to play.
 
I've been reading through the rules and there's one thing that really bothers me.

To hit with in a battle with spaceships, the formula is; D10 + Ship's Accuracy + Skill versus a target number based on the Target's Skill and Ship's Agility.

But attacks against people it's: D10 + Skill versus a variable target number based on range + Target's skill.

It's frustrating to see two different sets of rules for making the to hit roll when they could easily have modified them to be exactly the same. Simply convert the personal combat's range target numbers into an "Accuracy" bonus/penalty while fixing the target's defense as 5+Skill (or whatever number you choose). Since ship combat factors size into the target's Agility, you could do the same with personal combat to allow shooting at larger or smaller targets (such as robots or SRVs).
 
I've been reading through the rules and there's one thing that really bothers me.

To hit with in a battle with spaceships, the formula is; D10 + Ship's Accuracy + Skill versus a target number based on the Target's Skill and Ship's Agility.

But attacks against people it's: D10 + Skill versus a variable target number based on range + Target's skill.

It's frustrating to see two different sets of rules for making the to hit roll when they could easily have modified them to be exactly the same. Simply convert the personal combat's range target numbers into an "Accuracy" bonus/penalty while fixing the target's defense as 5+Skill (or whatever number you choose). Since ship combat factors size into the target's Agility, you could do the same with personal combat to allow shooting at larger or smaller targets (such as robots or SRVs).

Which makes sense because 500m on Personal Combat is pretty long, but 500m in space is actually very short.
Not to mention that in PC you have just one or two weapons and you can only fire once, while in space you can fire all of them.
Ships are always moving (unless they snipe), but in PC you usually hide behind cover or so.
So the same system for both would be stupid since the type of combat is completely different.
Atleast everything works on a d10 basis so you dont have to remember which dice you need for which weapon.

Also the ground combat range modifiers is pretty much an accuracy bonus/penalty allready.
I mean...at medium range a laser pistol has a difficulty of 7 to hit. Now at short range its just 4, so its basically a +3 bonus. at long range the difficulty is 11, so a -4 penalty.
Also you CAN shoot SRVs and Robots in personal combat, see page 255-257, "Individual Scale Units". You can even be attacked by them...
Thats why there are AP/AT/AA Missiles.
 
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Also the ground combat range modifiers is pretty much an accuracy bonus/penalty allready.
That's my point. The numbers serve a similar purpose but work in a different way.

Also you CAN shoot SRVs and Robots in personal combat, see page 255-257, "Individual Scale Units". You can even be attacked by them...
Thats why there are AP/AT/AA Missiles.
Yes, but those rules don't work. The Defense for a person is just his or her Skill whereas the Defense for a Ship is Skill plus the ship's Agility (which is always more than 1). So, by those rules, an Anaconda is harder to hit than a person at the same range. If all types of combat used the same mechanics, you wouldn't have these inconsistencies between how they operate.
 
That's my point. The numbers serve a similar purpose but work in a different way.
well...of course. you can play it like a tabletop game, in which case those ranges are important.
if an enemy has a dodge/defence of 3 you then have a penalty of -4 close, -7 medium and -11 at long range.
in space you dont have that. you are either in range or you are not, which makes sense since in space weapons can have several kilometers range.
it could have been described in another way, same thing with finesse on melee which is also just a "difficulty to hit".

Yes, but those rules don't work. The Defense for a person is just his or her Skill whereas the Defense for a Ship is Skill plus the ship's Agility (which is always more than 1). So, by those rules, an Anaconda is harder to hit than a person at the same range. If all types of combat used the same mechanics, you wouldn't have these inconsistencies between how they operate.
nope, the rules specify that.

"You will note that Spaceships and Vehicles have much higher Defence scores than individuals – this is because they are moving very quickly and are therefore difficult To Hit. Smaller scale units receive a bonus to their Defence scores when being attacked by larger scale units, to account for the fact that they are much smaller and often very far away from their attacker."
"An Individual Scale Unit attacking a vehicle determines the range normally (either the GM or the grid map will inform you what the range to the target is)"
" An Individual Scale Unit can attack a spacecraft in its up-close battle zone. Unless the GM tells you otherwise, assume the enemy spacecraft is 400m away. As usual, add the spacecraft’s Defence score to the range number."
so agility doesnt matter in this case, only the defense and the range does.
dont see it as a "to hit", instead see it as a "to damage" check.
an Anaconda is obviously an easy target, but its also one with a very high armor, you dont check if you hit, you check if you deal damage to it, which is easier when you shoot a fat meatbag which cant dodge and harder when you shoot a highly armored brick that cant dodge. thats why its "defence". on your character sheet the "Defence" value is also your "Dodge" value
 
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