This example is saying "GMs don't chuck xenos at your players too early or in too many numbers. Make sure your players have a chance or it will certainly feel pointless. As in the films, the xenos are no joke and will take out whole teams even on their own."
The Xenos are deadly to be sure. But throw some armor on the players and face them against pirates or similar and it won't be nearly as bad. In a cinematic setting(one shot) with the Xenos some ore all will surely die. In a campaign setting, they probably shouldn't run across Xenos often. There are other things and areas to explore. I wrote this article as another idea for a campaign setting that Xenos probably won't factor into very much. www.starshipsandsteel.com/2019/11/space-truckers-how-about-space.html
The rulebook advises that you have other non-player characters around, sometimes to be killed off horrifically to scare the players, but more likely so they can serve as "extra lives" that a player can take over in the event their character dies.
Not sure if that is going to come back or not. You can probably find stuff by doing a search for sci-fi battlemaps. You can try this as well to make your own: newtbb.netlify.app/?fbclid=IwAR0dUFJ9ef0QF-6InKebOVzlKo27pPXXKESFASbcml_PVxD8alnUd_rfo_A I have an article about making station maps here: www.starshipsandsteel.com/2019/12/alien-rpg-colony-station-layouts.html Hope you find something useful!
As I understand it, anytime we run a skill test we add stress dice in. That should include blocking, rolling a 1 would cause a stress roll. We didn't use blocking in this particular example, as I wanted to show a very basic combat flow.
Character sheet is the free one available to everyone, tokens are random images with token tool, cards are done in google slides. This video pre-dates the for sale stuff on roll20, which I can't comment on as I have not seen it.
It's not so bad against humans. That crowbar smack on a normal human would have done some serious damage, but against an armored xenomorph.... yeah, not so much. I do think that the pulse rifle and the smart gun are underpowered though.
@@rcgunner7086 agreed, I'll be using homebrewed rules on the weapons considering firearms. I am also waiting on alien fireteam to come out for new weapon ideas!
This is super helpful thank you for making it! Quick question: do aliens not get "attacks of opportunity" like other rpg's provide? Are PC's able to move through an aliens zone with no checks needed?
Generally moving within a zone isn't an issue. You aren't engaged with an enemy in the same zone as you, it is short range. If it was D&D you would be approximately within 1 move action of the opponent, but not in an adjacent 5x5' square. Once you "engage" an enemy in the same zone you are now in that adjacent square D&D wise. Leaving "Engaged" requires a mobility check. If that check fails, the opponent gets a free close combat attack, which you cannot block. Whether you pass or fail, you still move to "short" range,
You’re handling armor wrong. Armor roll successes reduce damage by 1, they don’t negate the attacker’s successes. It works out the same if the attacker is using a weapon that only does one damage and spends extra successes on extra damage; but it is not the same if the weapon does 2 or more damage, and armor won’t protect against other stunts that the attacker spends extra successes on.
So the xeno uses his slow action to engage? In that initial encounter. Or is it not possible to move then attack using the same fast action. Waiting for the xeno to attack on the following initiative? Also if that’s the case can the pc just run or disengage or would that allow a attack of opportunity for the xeno?
You can't even not move and use a fast action to attack. Attacks are slow actions. Page 88: Core book. Page 89 details movement: A run action can be used to move from one zone to a neighboring zone OR between short and engaged. Zones are detailed on Page 83: Short = same zone as you. If you are engaged and wish to move you need to retreat, which is a mobility roll or the enemy gets a close combat attack, Page 93 of the Core book. Hope that helps.
I have not, I've not had the need to play it online. I'd most likely make my own adventure if I did. The standard Alien roll20 sheet seemed pretty functional as is as well.
Death can be exceptionally swift. Generally I wouldn't expect a GM to be pitting their PCs up against Xenos every adventure either though. In a cinematic setting, absolutely most or all the party isn't gonna make it. :)
zones are intentionally vague and can be as small as "a few steps across". If it makes the combat more exciting, such as a pillar separating a few zones in the middle so players can split up or be together, it can make sense to make smaller zones, especially in combat where each turn is a few seconds. In a stealth segment where a turn is a few minutes this entire map might be one zone.
Humans and synthetics are included in the rules, but there isn't a big difference between a PC human and an NPC human. ie Humans don't have signature attacks like the Xenos and other monsters do.
They just follow the basic combat rules. This would have been a very different combat if the two PCs were facing a human. Humans don't have armor (*except for marines) so unless they block or something those damage points go straight through. Most humans also only have 4 or so health points, so Pace probably would have beaten a normal human to down to broken with that second swing!
You'd need to house rule it. The game is set up to use zones RAW. I've used range rulers in Conan though, which also uses zones. Just give everyone a 20' move for the move action. (Or whatever). Players could move 40' in a turn. Aliens potentially 80-120'. Book gives some example sizes for zones but I didn't pay a lot of attention to it. I feel pretty comfortable with zones. I think they are a good compromise between theater of the mind and grids.
I can't see a reason why you couldn't. Zone based game are, IMHO, a logical step between grid based and full theatre of the mind. I would personally keep track of locations as the GM, but would have no issues just describing that to the players. "You are standing about 10' from when the hulking Xenomorph is standing, the area between you and it is littered with debris from the wrecked cargo hold." = Same zone with some kind of obstacle. etc
Necessary? No. Simpler? Yes, although any deck of cards from 1-10 would do. You could just as easily generate the random numbers from 1-10 with dice, keeping in mind values can only be rolled once.
@@StarshipsSteel I think a cool alteration would be a token and bag system, drop a token for every actor (multiple tokens for actors with speed) and draw them out one by one - that's the initiative order.
@@mikhailvorontsov7315 Yes, that would be a pretty decent way to do things, you would just need a bunch of numbered chits and a bag and you would be good to go! Good idea!
@@StarshipsSteel oh yea I have the starter set so I don’t have the stats in the shortened rule book. Gonna go out and get the full core rule book. Thanks!
It has the following attacks: Hypnotic Gaze, Play with its Prey, Deadly Grab, Ready to Kill, Capture for the Hive and Headbite (Not headbutt) :D All are legitimate attacks from a Xeno, some are insanely deadly, some are not. The only thing I would change and might house rule would be a non 1d6 roll, Maybe a 2d6 or 3d6, so we can get the less common attacks (IMHO like Hypnotic gaze) to be less common.
If this is what a typical combat round is like with the star of the show, it means as a DM that wants to build a campaign with some staying power and character building, you have to provide the players with both a strong enough sense of dread to avoid such an encounter, and enough opportunities to get the hell out of there when an encounter is imminent. Compared to D&D, Alien RPG feels like you have 0,1% of the diversity of the monster cast so it's like "You're tired of fighting rats for 3 levels? Ok, here's a Beholder, glhf"
The game has two general play styles. Cinematic and Campaign. Cinematic is a one shot with a high death count most likely, ie almost everyone dies in the films. Campaign mode is designed to be a longer run with your characters surviving for a longer haul. Campaign games are going to be less combat driven and more RP driven for sure, and you are certainly not going to be facing an Xenomorph every session. One of the problems most RPG players will have with it is the lack of a monster manual. You have a few alien species, and then the most horrific creature in the Alien universe. Man.
@@StarshipsSteel Well in my book I haven't find it and in almost all of RPG alien sessions I didn't see pushing rolls for combat...Strange. Can you write where is such an example? Maybe in my language version it was changed... Another question I have is about how to explain such pushing? For example in Call of Cthulhu it was explained as second try with more effort. Here is no "story" explanation...
@@StarshipsSteel Okay, I assumed same but...what is pushing? Trying again or just part of mechanic to increase players' chances? If it was about trying again (and additional stress is nice there) you wouldn't have a chance to push in a combat turn...Otherwise it is possible...
"Trying again or just part of mechanic to increase players' chances?" This. If it was another attempt it would require more time, more actions, and it doesn't. A push is an extension of a skill roll representing a single attempt at resolving a skill attempt.
Run goddammit! Run... why do you bother to pick up your crowbar... Kwang's already dead... Nice, would like to see blocking and maybe start with more stress. I am gonna run this game first time tonight.
I aprracite your video, very well done indeed. My only criticism is that roll20 sucks when compared to foundry vtt at every level. Something you might would like to consider in the future. Anyway, I aprracite your video style, simple and effective! Your players are lucky to have you as a GM. Cheers.
Sure. 1. Roll20 works just fine. I have a lot of stuff in it and everyone can just log in with no downloading. 2. To get the same functionality 24/7 online access foundry offers me no cost savings.
@StarshipsSteel I can see that having invested money in roll20 can be quit the reason for not leaving. However, free league material is mostly supported on foundry. Also, players do not need to download anything to use it. In terms of logging in 24/7 There are 3rd party providers such as The Forge or Molten. Specifically, The Forge does not require you to install the software on your machine. Regardless, I've come across you for your videos about Alien RPG rather than discussing the vtt you use. I've subbed you as well. Thank you again.🫡
In my old age and the quest for automated systems for RPGs, I have decided it is not the way. I have a very automated Conan 2d20 sheet I wrote for Roll20 that my players use, but I think it might have been simpler to have not done that and just played it like a tabletop. (and yes the Conan 2d20 module on Foundry is cool as well) There is a lot I like about Foundry, but as soon as I go the path of using the Forge the monthly cost is essentially the same as Roll20. I am really less concerned with the cost sunk into Roll20 as I don't buy content from their store, I do most of it myself or upload 3rd party maps. But that is the crux of it I have a LOT uploaded. :) Thanks for the subscription! Not a lot of content these days, but hoping to start putting some stuff out sooner rather than later!
@@alexandersmith9144 I tried setting up some online games for Conan last year and timezone wise + minimal time I was available never worked out. It is something I have wanted to do, so if something changes I am sure I will post here.
Hello! I appreciate the offer. It would depend on when it is occurring. Things are fairly busy around here. If you jump to the main youtube page you should be able to find me on my starships & steel facebook page.
Depends on the game I guess. For D&D, yes. But for various dice pool games? not really. Especially when we are only looking for 6s or 1s in some cases.