Musings on Third Edition

By Kyle Ren, in X-Wing

1 hour ago, Hippie Moosen said:

I know the conversation has moved away from this, but I just wanted to say this idea is really really cool. If there were ever an overhaul to 2nd eds rules and a bunch of it's cards (like a 2.5) or a whole new edition however many years down the line, it would be awesome to see this system implemented.

yep, can't remember if I've said it in this thread but it's also one of those things that seems super intuitive, as in, every time I teach someone this game they're confused that it doesn't work like this.

1. Objectives, goes without saying. This includes alternative deployment schemes and different conditions for fully destroyed or half destroyed ships.

2. More specialized dice, would eliminate a lot of verbage/rules fluff designed to represent higher damage output/accuracy, help fix critical damage system, ordnance, and more specialized weapons like ion. If done intelligently, would streamline the game.

3. Better initiative system. Need a better reaction system, or introduce more randomness to initiative, to decrease the importance of bidding at higher play levels and dominance of aces in casual. Might include an 'overwatch' type universal action where you sacrifice something (perhaps gaining stress) to delay your action into another init step or as a reaction to other players action.

#1 and #3 could easily be xwing 2.5 with a minimum of reprinting and overhauling.

Just now, Meade said:

#1 and #3 could easily be xwing 2.5 with a minimum of reprinting and overhauling.

funnily enough they sort of are! the objectives in the packs that released alongside the last wave are very good, and passive sensors exists.

personally I kinda like the bid system, moving last vs getting better upgrades feels like the same tradeoff as having a bunch of different initiative levels

6 minutes ago, Kyle Ren said:

funnily enough they sort of are! the objectives in the packs that released alongside the last wave are very good, and passive sensors exists.

personally I kinda like the bid system, moving last vs getting better upgrades feels like the same tradeoff as having a bunch of different initiative levels

Its not a terrible init system, its just a little too binary. With high powered aces a die roll can decide a match, and low init vs. High init loses all the complexity of play (reverts to a UGoIgo system). They just need to spice it up a bit IMO and your right the passive sensors and snap shot are a foot in the door.

I think that what they did to compress the initiative range was fine, but it was a band-aid solution... we werent using the middle inits because of the binary winner-takes-all nature of the system. Now, we have less init level and no VI (thank god) but the middle init values still feel bad.

Edited by Meade

It's probably been said here (and I know it's been said elsewhere) but I do think that pre-maneuver movement stuff should move to the system phase and if we get a mid-edition update or a full edition change, I'd want that to be a thing.