Updated Rules for Obstacles


In the lead up to releasing a new Fireteam supplement later this week I wanted to fix some problems I had with the original game.
I fixed a lot of small layout problems. Misaligned text, fonts being the wrong size, and I changed the text on the cover to be a little more neat.
The largest change was to the Obstacle rules and rolling mechanics.

In the original launch of the game your base dice pool was 4, based on your squad size. Which I thought was a good idea.
However all the charges at your disposal means failure becomes almost impossible, which is at odds with the themes of play.
I also found the floating difficulty mechanic less fun and useful than I thought it was. 

So I've changed both. Now you always roll at least one die, and you need a 5 or 6 to succeed on a roll.
You can increase your dicepool by invoking your specialties, spending charges, or if you really need the help self sacrificing a soldier.

This was actually based on playtesting of another game that uses the same mechanics as BSFB.
Don't forget, I'm releasing a new Fireteam supplement on Friday. Occult Ops, where you can play Vampires, Werewolves, and Seraphim. 

P.S. I've quoted the changed text below.

To overcome Obstacles, describe your approach.
What you're trying to do to get past it.
What Specialties or gear you use.
Then build a dice pool. You always start with 1d6.
If your approach invokes a specialty, add 1d6.
Mark off charges on gear to add 1d6.
A soldier can Self Sacrifice to add 1d6.
You succeed if you roll a 5 or 6 on any die.
Consequence for failing should follow the fiction.

Files

BSFB.pdf 8 MB
Oct 05, 2021

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