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<blockquote data-quote="Vicente" data-source="post: 6889921" data-attributes="member: 5101"><p>Hi Rich,</p><p></p><p>thanks a lot for the answer! Take this as my personal experiences/opinions, I'm sure other people differ (and A.NET has a lot of great ideas for some of these issues):</p><p></p><p>- I like that the step-difficulty with dice as modifiers and that a single roll produces different type of successes. I don't care that much if it's roll-under or over if that continues to be the case, I have become a huge fan of a single roll giving more than a binary result (like in games based on Apocalypse World).</p><p>- I never liked that Skill Points were tied to Int, it made it way too important.</p><p>- I like the races (a lot actually), but the classes reminded me a little too much of DnD in space. I like the idea of giving discounts to certain skills to specialize, but maybe they could be "narrower" instead of so open ended.</p><p>- I find character advancement very slow/uninteresting. I'm not sure what's the exact issue, if it's that raising ranks is too expensive, characters get too few skill points, skill ranks are too separated between each other... Or maybe a little of everything. This is my main problem with Alternity.</p><p>- Characters that use psionics/fx usually ended too low on other skills. I think I would collapse the skill list a little (I love how varied it is, but there may be a little too many).</p><p>- I enjoy a lot the damage/armor/health rules (although I think I'm a minority here). Maybe something to reduce a little the spiral of death as characters start getting injured would be nice.</p><p></p><p>That's what I can come up with on top of my head right now. I'll give it another thought when I get home and I can sit with the books.</p><p></p><p>Regards!</p><p>Vicente</p></blockquote><p></p>
[QUOTE="Vicente, post: 6889921, member: 5101"] Hi Rich, thanks a lot for the answer! Take this as my personal experiences/opinions, I'm sure other people differ (and A.NET has a lot of great ideas for some of these issues): - I like that the step-difficulty with dice as modifiers and that a single roll produces different type of successes. I don't care that much if it's roll-under or over if that continues to be the case, I have become a huge fan of a single roll giving more than a binary result (like in games based on Apocalypse World). - I never liked that Skill Points were tied to Int, it made it way too important. - I like the races (a lot actually), but the classes reminded me a little too much of DnD in space. I like the idea of giving discounts to certain skills to specialize, but maybe they could be "narrower" instead of so open ended. - I find character advancement very slow/uninteresting. I'm not sure what's the exact issue, if it's that raising ranks is too expensive, characters get too few skill points, skill ranks are too separated between each other... Or maybe a little of everything. This is my main problem with Alternity. - Characters that use psionics/fx usually ended too low on other skills. I think I would collapse the skill list a little (I love how varied it is, but there may be a little too many). - I enjoy a lot the damage/armor/health rules (although I think I'm a minority here). Maybe something to reduce a little the spiral of death as characters start getting injured would be nice. That's what I can come up with on top of my head right now. I'll give it another thought when I get home and I can sit with the books. Regards! Vicente [/QUOTE]
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