Long time lurker here, I decided to register and post some feedback regarding the rules as I've recently been running a campaign using the 2nd edition playetest rules (about 6 game sessions so far, light on combat but lots of socializing, spying, hacking). Before that I was GM for quite a bit in 1st edition (1 long campaign, and some 1-session missions). I just love the Eclipse Phase setting. I didn't get the chance to play Acrimony (the quickstart) but I read it and then listened to RPPR's podcast of that scenario.
I won't mention what I like, in order to keep this short. Here's the critique, organized by rules package:
GAME MECHANICS (November 16, 2017)
There are a few things we discarded, like regaining 1 Pool on critical success (it invites making more rolls with good Skills to recharge Pools), Trying Again (for missed tests we assume the circumstances have to change to even get a retry) and Defaulting (use the Skill you got).
Using Pools. Now there's one big red flag that we noticed right away: using Moxie Pool to Refresh Favors... especially combined with a Morph with 3 Moxie (like a Sylph). You could refresh up to 3 Major Favors per day (with average Short Recharge rolls). So I decided to ignore that rule. For favor refresh, you wait or you burn Rep.
ACQUIRING GEAR AND MORPHS (June 8, 2017)
I feel like the paragraph about Restricted gear is lacking in description of the possible consequences of acquiring, owning, using restricted gear (in Inner and Outer systems). Maybe add a cross-reference to the sections that will discuss such things, and the means to detect, disable and dispose of restricted gear by the authorities. (Do Autonomist communities Rep-bully you into recycling it? Or can you use a favor to have a local "vouch" for you?)
The Resources trait can be abused. I think it should have a limit on the number of times used like the Rep Favors. We haven't used though it as my current campaign is set in Saturn's orbit.
In Nanofabrication, the Restricted Items sections should cross-reference to the Mesh chapter when mentioning that nanofabricators may be hacked.
MAKING CHARACTERS (November 16, 2017)
More Backgrounds please!
Aptitudes: basic math dictates that a player should raise any Aptitude rating 10 to 11 (because of the way criticals work).
Skills... Mixing nouns and verbs for Skills names, I don't like it at all, but whatever. I use nouns always when asking tests (i.e. "roll Perception", not "roll Perceive", and "do you have Knowledge: Fashion?" not "do you Know: Fashion?")
I remove the Fields for Hardware, Medicine and Pilot. While it may be more "realist" to have fields of engineering and medicine, it doesn't serve a purpose in-game other than reducing Skill rating. Also, this way I don't need to bother with Defaulting (see above). I was happy to see 1 skill for all Guns. Why stop there?
Customization: 20 CP feels high. There isn't much room for the character to grow after. Given that Aptitudes can start at 20-25 easily, and that some careers give 60 Skill points, characters are already at 70+ in their occupational skills, so no need to spend CP into more Skills. So what do you buy? Always buy 2 more Flex (4CP), then you can have a couple points in Aptitudes (make 10's into 11's) (2CP), a Positive Ego traits or two (1-4CP?), a Skill Specialization (1CP), maybe some extra Rep. No hard choice required. In future games, I'll set this to 15 CP.
Positive Ego Trait: a nice addition would be something similar to Familiarity but for all drones (because engaging jamming mode requires an Integration test).
Negative Trait: I don't give CP for Negative Ego Traits, only Rez during play if the character gets in trouble. In the event that I do allow bonus CP, it's a limit of 1 Negative Ego Trait. Easier to keep track of.
Starting Gear Packages: I would've liked a small table with common gear used for each Skills, but it's probably something I'll post here once the game is released. 2 or 3 essential items to use for each Skill (give bonuses, or even just allow to use specific actions).
ACTIONS AND COMBAT (June 8, 2017)
Lots of modifiers I don't use, but I think it's better than not having enough, so no complaints here.
The categories for range are a bit weird. Close Range is from 2 to 10m? Why not up to the weapon's range? Most spray guns have a Range of 15m. So Point-Blank is 2m (at +10 to hit), then Close is 3 to 10m (at +0), followed by "Range" which is 11 to 15m (at -10), and 16-30m (-20) and so on by increment.
So I decided to use:
Point-Blank: within 2m (+10 to hit)
Close Range: up to the Weapon's Range (+0 to hit)
And each increment of range further gives a cumulative -10. It's cleaner and still easy to calculate.
What's up with Reload? I prefer Ammo and Firing Mode.
Kinetic Ammunition table doesn't have the -1d10 DV mentioned in Armor Piercing later.
Area Effect Attacks: for the uniform blast, is it just for grenades and missiles or does it also apply to Laser Pulser (Stun) and Plasma Rifle? I mean, the average plasma rifle shot can still grill a marshmallow at 15m from the point of impact? Badass! Less so for the Pulser, but it can still shock people within an average of 2m of the target. I prefer Stun Grenades for riot control.
Oh yeah, how does a Uniform Blast work with the Disarm Called Shot (which divides damage by half)? Your vibroknife took half the hit? Ok, I guess.
The Specific Target Called Shot should refer to the Conditions list, for example: Eyes/Camera = blinded, Head = dazed; Hand = disarm; Leg = knockdown. The effect should only be applied if at least 1 Wound is inflicted by the attack.
In Social Manipulation, for the modifiers table: maybe a +/- related to Motivations (if the arguments aligned with or go against the character's motivations).
Weapon Traits: Lacks Smartlink, I'd count the penalty only for attacks past Close Range.
Armor: I dislike the fact that Helmet and Shield give armor modifiers still. Helmet should just prevent side effects of called shots (like ignoring armor or dazed, etc). Shields should give cover (a penalty to the attacker).
Radiation: good description but lacking mechanical effects of radiation sickness. Also, how helpful are the meds? What if I ate a few BananaFuriosa before I went to fix my leaking fusion drive? Will I be fine tomorrow? Are my medichines ruined by the radiation? Etc.
Lucidity and Stress: what are the game effects of the mental breakdown? Elaborate on this "catatonic state". Could your buddy force feed you some Comfurt and walk you back to a safe place? Is he better off popping your stack? Can your muse treat you? Could it assume control of your morph (using a puppet sock) to move you away from harm?
In the absence of a psychotherapist, could natural (mental) healing happen in accelerated VR?
THE MESH (March 19, 2017)
Loved it. The descriptions are most welcome!
I would've complained about there being too many rolls involved in hacking but you brilliantly added the Simple Hacking sidebar and Consolidated Hacking sidebar.
That's the short version I guess (which took me 2 hours to type!) I figured you didn't care to know about typos yet ;)
Keep up the good work, Posthuman Studios!