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Capsule Review
August 24, 2002 Edited: August 28, 2017 by: Paolo Marino
Paolo Marino has written 8 reviews, with average style of 3.50 and average substance of 3.88 The reviewer's previous review was of Heroic Worlds: A History and Guide to Role-Playing Games.The reviewer's next review is of Valkyrie Quarterly #24. This review has been read 1275 times. |
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EABA is available in electronic form only: it is a 15Mb pdf file
(you may choose between color and grayscale). For a modest
additional fee you may order it on mini-cd.
The pages have a two-columns layout. Text is well laid out and
organized, with few illustrations (mostly hex maps for combat
examples). Each chapter starts with a full-page color image (all
these have a common cyberpunk/science fiction look). There are no
sidebars (notes, examples and remarks are in the main code,
marked with specific icons and in a different color).
Being a "pure" rule systems, there is no game-related fiction.
Game quantitites are rated either in points (human average
characteristics, for example, are at 7) or in D6 (like skills,
damage, armor) are rated in d6. Characteristics are easily
converted to effect dice by counting a d6 for each three points,
so a Strength of 7 would give 2d 1, while an Awareness of 2 would
be 0d 2.
Skills adds to this (you can have, for example, 1d in Firearms).
Someone with 2d 1 in Agility and 1d in firearms would roll
3d 1 to hit.
The maximum level you may buy in a given skill
depends on the level of the governing attribute.
Character creation uses two distinct point pools for
characteristic and skills. You can also buy the usual
advantages/disadvatages (called Traits; depending on the specific
Trait you must pay Skill points, Characteristic points or a mix
of the two).
There around 40 skills. They are fairly generic and based on one
characteristic (i.e. "Water Vehicles" is based on Agility, and covers all
ships appropriate for a given era/milieu). You can further
specialize in specific subskills, like Pistol for Firearms.
Melee weapons are rated as an add to your strength effect,
much like GURPS (e.g. shortsword will cause "punch 1" damage),
while firearms have their own damage value (9mm pistol:2d 1).
Armor subtracts damage (Plate armor: 2d 0). The system
differentiates among lethal, non-lethal and semi-lethal damage.
Much of the bookkeeping of damage is done through a special
damage track on the character sheet, similar to the one used by
Silhouette (with further influence from TOP Secret S.I.), so the
damage you suffer is easily converted to a penalty to your rolls
(-1d, -2d and so on).
I have not playtested anything, so far, but the overall
impression is that the game complexity is somewhere between
Silhouette and the second edition of CORPS.
The author has worked hard to make most of the system work
according to a few simple principles, and you'll find everything
you need in the character sheet (which looks a little weird,
being hex-based like most of the game, but is well organized).
Skill use is swiftly dealt with in a short but
comprehensive section of the manual: there is the usual
difficulty threshold table, notes on trading time for quality,
help from other participants and so on.
Interestingly enough, this section uses an universal, logarithm-
based table which ties together time, difficulties, space, mass,
information and other game "units". This idea comes straight from
DC Heroes, and allows you to easily derive effects from known
quantities: so if you have an Awareness of 7 and want to read
EABA (information value: 32) you will need 32-7=25 time units,
i.e. 1.4 hours.
When you roll for a skill, you only keep the best three dice. If
you have more than 3 dice to roll, though, you can drop some of
them (before rolling) in exchange of an additional fixed bonus
( 2 for each dice you choose not to roll). So even if the maximum
possible roll is a 18, characters with an high number of dices
can aim to much higher values.
Oddly enough, the system does not have any critical/fumble
mechanism.
The lion's share of the manual is devoted to combat. Just
like the original GURPS, or Silhouette, the game seems rooted in
a tactical design (including hex maps) and sports two separate
section, one for basic and another for advanced combat.
I will not describe much of this, let me just add that the
system, as a whole, is fairly modular, most rules are optional,
and the layout of the text allows you to focus easily on what you
need. This is true for all the contents of EABA, and it is not
just for the combat section. Most of the typographical ideas
(using different colors for notes, examples and warnings) were
pioneered in CORPS 2nd Edition, and again are put to good use in
this game.
Combat is acted out in 1-second turns. In each you have one major
and one minor (look around, change facing, walk a few steps...)
action. The roll for the major action is also used to adjudicate
initiative, so if you roll low you will probably fail, and also
act later in the turn.
The system seems sound. The only complain I may have is that the
way most things work, players and GM must learn to convert dice
and plus/minus values on the fly: as an example (taken by the
rulebook) a dodge versus an opponent is 5D 1 (skill roll) 2
(dodge action) -1 (extra major action in a turn), this becomes
4d 3 which in turns becomes 5d 0 (each 3 is an extra dice). On
top of this the player could drop two dices and roll 3d 4
instead. Nothing major, but could require some
time to get used to.
After combat there is a detailed discussion of powers.
Anything which is not covered by skills, characteristics and
combat effects may be modeled as a Power. This may be a spell, a
psi power or any kind of superpower. The method is similar to the
one used by Champions (you buy a base effect, adding details
which either limit or increase it, and cost a variable amount of points).
There around 80 powers, but being fairly abstract you need to
combine at least three or four of them to get something usable
(e.g. Invisibility would be modeled as "Subtracts from
attribute", "Sensory targeting", "Powers lasts as caster wits",
"Takes a minute to use" and "Requires gestures"). Note that EABA
has not been designed for deity- level games, so while you can
probably hope to mimic Spiderman with it,
Silver Surfer is definitely out of scope.
The Power system include some brief but well thought guidelines on how
to use it to build both magical and non-magical gadgets.
Next comes the Minutia chapter. A catch-all section
which includes stuff on tech eras, rolls required to notice
things, vehicles, a battle system, drugs and diseases and natural
forces (weather, effects of thirst, fatigue and so on). Note that
the vehicle part is an extremely condensed (yet usable) vehicle
design system.
The only glaring omission (at least to me) is
that there is practically nothing about animals in the manual.
Gamemastering covers most of the usual advices, notes on how
to work with players, the 36 plots table. Not much to add here,
it is competently written and, as the rest of the manual, packs
an amazing amount of stuff in a relatively short space.
The Gear chapter lists tables of weapons and armor stats, other assorted equipment, plus sample character sheets, blank maps and other useful tidbits. The volume (149 pages) is fully indexed, so even if you print it out and cannot use the internal pdf indexing, you will still find your stuff easily.
If you liked CORPS you will probably find yourself pretty comfortable with EABA. If you like the idea of "generic" game engine (like Fuzion, or GURPS) to power different campaigns, and prefer detailed rules to more abstract systems like Tri-Stat, I think you should give EABA a try.
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