I had a quick look at the FAQ but couldn’t see the answer. What’s a reasonable number of players for BitD?

I had a quick look at the FAQ but couldn’t see the answer. What’s a reasonable number of players for BitD?

I had a quick look at the FAQ but couldn’t see the answer. What’s a reasonable number of players for BitD?

Clocks and group sizes/skills

Clocks and group sizes/skills

Clocks and group sizes/skills

Admission up front – I am allergic to maths.

So, I figured I’d throw this out here. Clearly there is a question of balance between the resources a player group can marshall (number of players and the increasing skills of characters) versus the complexity and number of clocks faced in a given heist.

In other words, two players with starting skills will have a harder time of four six segment clocks than a group of four players with experienced characters.

Is there a system here that I’ve missed, or does one need to be made? Or is it just ‘make it up and guess’?

I’m assuming (allergies, remember) that there are percentages involved in this so I imagine there could at least be a fast and easy rule of thumb developed by a non-allergic person.

I was looking at the new hold diagram, and it occurred to me how awesome it would look superimposed over the map of…

I was looking at the new hold diagram, and it occurred to me how awesome it would look superimposed over the map of…

I was looking at the new hold diagram, and it occurred to me how awesome it would look superimposed over the map of Crowsfoot. Imagine seeing your crew’s hold physically on the map, and having different hold charts for different regions of Duskwall. Maybe something to hack down the track?

Hi there!

Hi there!

Hi there!

I have read throught the quickstarter rules and I  have some questions 

1) Entaglement and Heat level: Your roll is based in your crew’s current level, right?

2) Crew effects. When you use this effects?

3) What isa special armor?

4) What is a magnitud of energyn Channel? How to know what magnitud of energy is appropiated for an specific effect? 

5) What is a electroplasmic or arcane features. There exist a list?

6) What is the benefits of contacts. You only can get information form your contacts?

7) What is the use of crew upgrades? 

8) Stashed coins can be used later? Or if you stahs a coin only count for retirement?

9) What is an asset in the game. An asset has some special properties or is just a narrative permission?

10) Items are just to improve your dice pool or has some additional qualities

I know that is a quickstarter, but I want to know if these elements have special effects in the game

thanks!!!!

Possible Shrike ability ideas.

Possible Shrike ability ideas.

Possible Shrike ability ideas.

Beast Master: Enhance the quality/potency of your animal companion, (for acting independently or coordinating with the Shrike’s actions) or gain new/additional companions or unusual/supernatural companion abilities (flight, spirit beast, invisibility, intangibility, shapeshifting).

Far Sight: Supernaturally discern the direction and distance to any specific person or item. You may spend stress equal to the magnitude of the distance and privacy (1–6) to also see and hear the target’s current activity.

Item Quality and Hold Question

Item Quality and Hold Question

Item Quality and Hold Question

Sorry if this is already discussed elsewhere, but in QS3, the crew can upgrade Item Quality. I love this. However, if we upgrade Weapons once for the crew, does the Cutter’s Fine Hand Weapon become a Quality +2 item? If the crew upgrades Weapons again, does the Cutter’s become Quality +3?

Also, hold appears to not exist independently from Claims and Rep. Development rolls give you Rep, and every Claim gives you +1 hold and possibly more. Yet, the Gambling/Drug Den Claim says “+3 hold, +1 coin per development” Does that mean each development roll gives you independent hold? Or should this say “+3 rep, +1 coin per development”?

Just a minor nitpick: the Cutter can carry more stuff, but the note on the sheets all say “(3,4)Light.

Just a minor nitpick: the Cutter can carry more stuff, but the note on the sheets all say “(3,4)Light.

Just a minor nitpick: the Cutter can carry more stuff, but the note on the sheets all say “(3,4)Light. (5)Normal. (6,7)Heavy.”

Should the Cutter’s be more, or the others be less?

Ran my second session (first with the new draft, and first with this group), and I will post an AP tomorrow.

Ran my second session (first with the new draft, and first with this group), and I will post an AP tomorrow.

Ran my second session (first with the new draft, and first with this group), and I will post an AP tomorrow.

Things that were liked

Weirdness in general.

Playbooks as-written.

The new attribute/effect rules.

Things that were confusing

Had to cobble together some of the crew rules from this draft and the last one (edit: like reputation).

Had some slight difficulty with spotlight management.

Not sure what a “great effect” is in the new draft.

When someone is leading a group action, does everyone have to roll the same thing, or can they contribute with other roles? Or is that best interpreted as a series of setups?

Things that have not yet arisen

The new holdings rules.

The new harm rules.

Things I’m excited for

Setting up some faction clocks!

Plotting out the new leads my Whisper ended up with from overindulging his vice (going to weird parties with his buddy Skurlock).