Open cwegrzyn opened 5 months ago
don't vehicle impacts always affect your max momentum??
Only when you are using the vehicle!
Starforged rulebook, p51:
Vehicle troubles are linked to a specific vehicle, either your command vehicle asset or a support vehicle asset. These impacts are only a factor when you are piloting or aboard that vehicle. Otherwise, they do not count as an impact and do not affect your maximum momentum and momentum reset.
This rule sucks. Even for regular gameplay. How am I supposed to keep track of when I'm supposed to bump my momentum back to 10 and then back down without tracking that it used to be 10?!
Proposal: punt on this entirely and let players manage their own damn momentum. That seems to be the only way out? And it aligns more with giving folks the freedom to play how they want.
Official clarification here:
If you are already max, set your current momentum to the new max. The difference in momentum is lost, and is not regained if you happen to deal with the impact in short order and bounce right back to a higher max.
(And this also applies to vehicle impacts-- hop in a battered vehicle, and you might lose momentum which you don't get back when you hop back out)
another asset that counts as an impact on a condition: Crew Commander from Sundered Isles.
another asset that counts as an impact on a condition: Crew Commander from Sundered Isles.
Hmm. This one, at least, seems to be always active. At least RAW there is no indication that it is situational like vehicles.
But it still feels like with these asset impacts, we want some way to let people opt in/out of "activating" them.
Right now, we don't factor in impacts from asset controls that "count as impact".
Open questions and considerations