Is there any obvious equipment that should be in the list, but which is missing? Lock picks are mentioned in the equipment properties section, but not actually mentioned on the purchase list. It would make sense on the tools list. The thief's mask should also be mentioned.
I noticed the Makeup Toolkit mentioned for the Politician isn't actually mentioned in the equipment section. Possibly also add a further disguise toolkit.
I read the common sense items thing, but there are some things mentioned with backgrounds that weren't in equipment but should be: Chalk, Toolkit (Crafts) for Artists (probably should make painting or sculpting supplies), Medical Toolkit for Doctor and Combat Medic (probably should be surgery toolkit and added first aid kit), Liberal Arts Toolkit, Personal Grooming Kit, Spyglass, Forensic Toolkit, baton (under club?), Occult Toolkit, Survival Toolkit, and military rations.
Random other tool sets that crossed my mind: carpentry toolkit, mason toolkit, welding kit or torch (doesn't seem really covered by mechanical toolkit), chef's toolkit (pots, pans, other cookie supplies), brewing stuff, mining stuff, and sewing kit. I mostly went to a random link for tools necessary for work in 1900 (
http://www.jaha.org/edu/discovery_center/work/job_glossary.html) Random other things: rentals of space or equipment (industrial places for big parts like plane wings), coal, diesel, oil and other energy sources, quality paper, and maybe Moonshine and other cheap liquor.
I'm assuming a weird occult stuff and weird invention stuff might be part of a supplement?
Are any of the weapons and armor simply too good or too lackluster as written? I think I would probably tweak the damage of the knife a little since it really shouldn't be as good as bayonet, spear, staff, and sword cane, but I honestly think I would tweak up melee damage slightly.
I might tweak the staff to defensive 2 or give it the same damage as the club.
I would also tweak up bows and crossbows. Compare these:
Bow: +5, +2, 0, -3
Hands 2, Range 2, Reload 2, Shots 1
Browning Pistol: 10, 7, 5, 2
Conceal, Pierce 1, Range 2, Reload 2, Shots 8
Factoring the pierce, you need at least strength 6 to make the bow as good as the pistol, leaving aside the conceal, hands, and shots which are strictly better for the pistol. As they are now, bows are bad. Possible fixes: a damage boost, some new properties, or some interesting bow-specific traits like “trick shots.”
I love the flavor of the boomerrang, but it is an AP sink with poor damage. If the fast-draw trait could allow the boomerang to be caught, I think I would like it a little better.
How is the balance between ranged and melee options, in your mind?In chapter one, melee really wasn't that good. I think it is a lot better than it was with the new traits, but it could still use a tweak or two.
Since the chance to hit is based off dex and damage is based off strength for melee, melee characters can't simply tank strength like ranged fighters. My pistol does the same damage as my spear and actually has more properties, and rather than moving closer to actually be able to use it, I can get a bonus to hit from aim.
In a realistic modern game, this is fine for verisimilitude, but in pulp, flair and dramatic melee are part of things.
As is:
Unarmed: +1, -1, -2, -4
Shield/Brass Knuckles/Blackjack: +3, +1, -1, -3
Knife: +5, +2, 0, -3
Spear/Sword Cane/Staff/Bayonet: +5, +2, 0, -3
Sword/Garrote/Club: +7, +4, +1, -2Possible suggestion:
Unarmed: +1, -1, -2, -4
Shield/Brass Knuckles/Blackjack: +3, +1, -1, -3
Knife: +5, +2, 0, -3
Spear/Sword Cane/Staff/Bayonet: +6, +3, 1, -2
Sword/Garrote/Club: +8, +5, +2, -1
Polearm: +9, +6, +3, 0While the polearm seems powerful at higher strengths, given the elephant gun is already 16/12/8/4 with Pierce 3, melee is losing the damage game and wasting AP moving around.
If you don't want to increase damage too much, a few more properties could be interesting. Staff could be Defense 2. Shield could be Defense 3 or have the option to use a move action to increase a character's Cover consequence.
Another less desirable option is to weaken Aim to a +1 per AP for all attacks or for only ranged.