I have finally finished the first alpha edition of the Epik Space Rulebook. When I say 'Alpha' I mean the rule set fully works, but isn't fully tested, balanced or optimised, some things will change between this and the Beta. It is also incredibly rough around the edges, with many sections written just to get the mechanics down, and many little 'authours remarks' around the place, a lot of expamples I wanted to add are missing, and I have a backlog of pictures to get through, I am however releasing it in this state, as it is the important for the upcoming Bavarian story-arc, with the possibility of this rule set being used for a silly big battle, and I do mean silly big.
So what makes Epik-Space different? Well it's LDD optimised, scale optimised, and forum battle optimised. It is also designed to be as 'balanced' as possible within classes, meaning most of the constant 1-up-man-ship that happens constantly, is mostly negated, while still leaving some tactical flavour. there isn't however yet any points or easy way to balance between different players groups.
I am posting to ask for feedback less on the mechanics (but if you notice any loopholes, please do shout), but on balance, and also on the writing, what does and doesn't make sense and what needs to be rewritten. As I wrote it all, all of it makes sense to me, as I subconsciously substitute in what I meant to say, so help with that would be appreciated.
What I Do Not
want help on is:
"Why haven't you got rules for this" - As either balance, or to streamline, or as I will add them later (see the empty sections)
"I don't like this mechanic as it gives me fewer options" - Making the game optimised for the 3 factors mentioned is more important, trust me, I do like options normally
"But according to my canon..." STOP RIGHT THERE. I don't care about your canon, or what you think your ship is capable of, if you can't do it within the confines of these rules, then save it for a special objective, or simply don't use it.
OK so without further ado: