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Couple of characters and test fight
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<blockquote data-quote="trespassers" data-source="post: 6285276" data-attributes="member: 9313"><p>I didn't find the DEFENSE values too low. It's what made me feel like the combat tricks -- which I <em>really</em> enjoyed throwing into the mix -- had a chance of succeeding, and the MISS rate felt right to me. I don't want to hit <em>every</em> time, but I don't want to miss every time either. I kept in mind that these were two 1st level characters who were close to maxed out in DEFENSE (one in AGILITY and one in ARMOR), so they weren't going to be superhuman marksmen/women, but they <em>were </em>going to be a bit more survivable than an untrained navigator or street thug.</p><p></p><p>I also discovered that the SOAK values vs weapon damage makes it feel mandatory to use Deadly Strike -- if one wants to do damage. With the lower defense, it felt like the characters were hitting enough of the time to get <em>a smidge</em> of damage through (and I nudged it up dramatically once with the LUCK POOL). </p><p></p><p>I can see why there would be a limit to how many dice you can exchange for damage, though. With the lower defense, it would unbalance the amount of damage being done, I think.</p><p></p><p>I really liked the combat tricks and felt like they made sense for the situation. In fact, the combat tricks were my favorite part of the test run. That and the surprise ending! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> (I really wasn't expecting the melee guy to be effective without some sort of "melee weapon fighting" skill.)</p></blockquote><p></p>
[QUOTE="trespassers, post: 6285276, member: 9313"] I didn't find the DEFENSE values too low. It's what made me feel like the combat tricks -- which I [I]really[/I] enjoyed throwing into the mix -- had a chance of succeeding, and the MISS rate felt right to me. I don't want to hit [I]every[/I] time, but I don't want to miss every time either. I kept in mind that these were two 1st level characters who were close to maxed out in DEFENSE (one in AGILITY and one in ARMOR), so they weren't going to be superhuman marksmen/women, but they [I]were [/I]going to be a bit more survivable than an untrained navigator or street thug. I also discovered that the SOAK values vs weapon damage makes it feel mandatory to use Deadly Strike -- if one wants to do damage. With the lower defense, it felt like the characters were hitting enough of the time to get [I]a smidge[/I] of damage through (and I nudged it up dramatically once with the LUCK POOL). I can see why there would be a limit to how many dice you can exchange for damage, though. With the lower defense, it would unbalance the amount of damage being done, I think. I really liked the combat tricks and felt like they made sense for the situation. In fact, the combat tricks were my favorite part of the test run. That and the surprise ending! :) (I really wasn't expecting the melee guy to be effective without some sort of "melee weapon fighting" skill.) [/QUOTE]
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