The Gauntlet (and Richard Rogers specifically) has been fantastic supporters of Impulse Drive, so I wanted to thank…

The Gauntlet (and Richard Rogers specifically) has been fantastic supporters of Impulse Drive, so I wanted to thank…

The Gauntlet (and Richard Rogers specifically) has been fantastic supporters of Impulse Drive, so I wanted to thank everyone for your interest and support.

I hope you’ll check out the kickstarter

Originally shared by Adrian Thoen

Impulse Drive is live now on Kickstarter!

https://www.kickstarter.com/projects/1743149756/impulse-drive

Impulse Drive is a space opera roleplaying game about Misfits and Spaceships, using the Powered By The Apocalypse engine, popularized by games like Apocalypse World, Monsterhearts, Dungeon World, and Masks. Play as a crew of volatile, bombastic scoundrels and troublemakers as they navigate dangerous situations involving deadly environments, untrustworthy NPCs, and strange aliens.

This campaign will raise the funds to pay some very skilled professionals familiar with RPG design and Kickstarter funded publishing and turn Impulse Drive into a fully realized Print on Demand book, printed and distributed through Drivethu RPG.

Impulse Drive is rules complete. If you want to check the game out before backing, the Preview version of Impulse Drive is available through Drivethru now. This link will always have an art-free version of the most up to date rules available as Pay What You Want, so that people who cannot afford to buy the game can still play.

https://www.drivethrurpg.com/product/190933/Impulse-Drive-Preview

https://www.kickstarter.com/projects/1743149756/impulse-drive

This may be of interest to PBTA design folks and enthusiastic players alike.

This may be of interest to PBTA design folks and enthusiastic players alike.

This may be of interest to PBTA design folks and enthusiastic players alike. When I was wrapping my head around the math in 2d6+Stat, and looking at what happens when you use Advantage and Disadvantage, I used anydice to make myself this reference chart.

Two things I took away from the chart is that keeping your modifier in the 3 to + 3 range will always make 6 and 10+ possible, if very unlikely at the extreme edges of the probability curve. Advantage keeps this math unbroken, while making a big enough difference to the roll to matter. Also seeing the triumphant 6 or heartbreaking 1 on that third dice is a visceral sensation for players.

The other thing worth noting is that + 1 is the median point for probability. On a + 1, misses and full hits are equally likely. Systems that use 2 and -3 as modifiers are actually going to have a greater focus on the 6 result, which I find very interesting.

I also included 7+ as a result, since that result often gives the player at least some of what they want.

Disclaimer: I’m a probability and math dummy, so take all of this with a grain of salt, and trust someone with better math skills than myself on the numbers.