Usually I should play loads of board game by now, but current situation thwart that routine. It been 10y since the last time I play some pnp rpg that was worth the time spend on it. Trying to support my local game place I decide to buy this book. I didnt play Alien Rpg, its just my opinions after reading it. Im not a fan of alien franchise (but I value the universe above SWars or STrek) so i would not comment about content faithfulness.
Book is 400 page thick waste of black ink. Doesnt have any boring walls of text. Layout is very pleasant to read. Have not enough pictures. I like this book very much, and dont regret my 40 pounds.
rulesif you dont give a damn about setting, nor play the game, so what exactly you want to rant about?
I buy Alien RPG after checking inside that the system is not yet another copy of DnD, and the game mechanics actually was mode by someone who play pnp, not only pretend its fun to do math calculation or sleep with eyes open waiting for own turn to do some calculation.
TLDR Mechanic: Attribute+Skill+Stress = pool D6 -> you need single "6" on any dice to success. Modifiers are +- dice.
4x attributes (strenght, agility, wits, emphaty) with 3x skill each (total 12).
Gender dont affect anything. Which is a shame, because the mechanic begs to give females -1 Strength and +1 Empathy.
attributes take value 2-5, skills 0-3.
Which create issue: Very agile redneck who cannot ride a bike can be a better pilot than some leg amputee guy with years of fly experience.
Agility 5 + Skill 0 > Agility 0 + Skill 3
IMO attributes should grant you +1, +2 (or -1) and most of dice should come from skill (gear).
f.ex. you have no idea how to fix the engine, but you had motorcycle as a kid (atr+1, skill 0 = 1 dice).
f.ex.2 you are master of karate, too bad you're skinny guy (atr -1, skill 4 = 3)
some of the skills are just extension of attribute:
stamina [from strength] = its used to endure harassment, well the attribute is covering exactly same thing
mobility [from agility] = this one should be renamed to Sneaking, cause its used also for hiding.
every one has Health, which is a normal HP. A thin layer of paint on someone, you have to scrap to hurt him.
Nope it is not used as "body calories / energy" or its not reduced by hunger or radiation. You need to tick separate boxes on character sheet for that. Health is a "Force-shield", used for tracking when you can get wounded.
Stress
this rules are brilliant. You accumulate Stress points (0 - 10). More stress = more dice (that makes sens!). More stress more chance for Panic (roll "1") - I like that!
NO,So what to do when you reach the "risk of Panic"? should I launch calculator on my phone, send rest of players for sandwiches and take second bucket of dice?
Add 1d6 to current Stress & check table for result.
Wound table is similar, but worse. When your Health is 0 (="broken") and you then get wounded again, you roll 2d6 to check table for anything from nothing to instant death without save.
You dont track ammo use, when you Panic during shooting you need reload. I like that too.
There are auto-success rules that wreck the whole purpose of having mechanic in your game. If you like only to pretend that rolling dice can fail, then there are Pushed Roll rules and Story Points.
On the plus I acknowledge the rule, if your modified dice pool is zero or less, you auto fail. No minimum 1 dice pool regulations.
Equipment
weapons have static value of damage, that reduce health.
How many damage the iconic pulse rifle do? 2
How many damage the naked, human fist do? 1 (same as pistol)
each success (1/6) on armor dice cancel 1 damage.
How many armor dice the combat armor grant (standard that was used by Marines in Alien2)? 6 dice
How many stage 5, Xeno Soldier (the main sneaky dude, from cinema), has health? 8 (and 10 armor dice)
How hard Xenomorph hit? you roll in table: it scare you, stun you or hit with damage 2.
Im not saying above values are wrong, because you can add more damage with extra success from hit, you can pierce armor (or double armor if you punch someone). Blocking melee hits reduce damage, like armor.
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