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<blockquote data-quote="tetrasodium" data-source="post: 9228815" data-attributes="member: 93670"><p>I've only partially read through it, things are spread across a few different PDFs(<em>plus family still sorta in town</em>). The tactical terminology is interesting. Forced movement being broken into explicitly defined push pull slide & toss will make life so much easier for me as a GM not needing to deal with shenanigans that I sometimes☆ see with 5e's push/pull abilities trying to mix one of the others. On a personal setup note I think they will make good use of the touch features on my tabletop display/vtt setup</p><p></p><p>The (class specific?) character sheets are pretty darned clean & easy to grok even with them including class specific power source & mechanics of various powers. Having class specific sheets instead of one monolithic sheet every class tries to pour & squeeze itself into might be nice, but I'm not sure if they are class specific or built for the needs of WiP pending a later consolidation & think that could be either way. </p><p></p><p>Skills are fairly straightforward with a much appreciated trio of fill in he blank boxes for craft & knowledge skills.</p><p> </p><p>Healing (recoveries) are pretty cool where PCs have a number per rest & they heal their fixed value, but it's a snapshot of the level 1 PC not a chart/description on the math to how it scales. Some classes have ways of getting them back during the adventuring day & others seem to have them tied more to resting.</p><p></p><p>I was initially uncertain when a recent video talked about how resting took minimum 12 hours but it's written so that meeting regular biological needs for sleep/food/etc are kinda shunted behind the curtain in a way where they don't count even if resting involves a lot of it. The way that a lot of PC skills/powers/resources are somehow modified for victories in their own ways stacked against actually taking a rest causing victories to convert to experience seems like it will setup a nice bit of internal conflict & discussion between players themselves on if they actually want to stop for a rest if they they think they could vrs how confident they are continuing on without it. That makes for a nice change of pace for "directors" used to the GM frequently being the one trying to come up with reasons why they party can't or shouldn't rest.</p><p></p><p>PC's have a pretty large buffer into negative HP but just dropping to zero hp feels like it brings some serious consequences on the adventuring day that would make just being low on HP an edge of the seat nail biter</p><p></p><p></p><p>☆ok pretty darned often</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9228815, member: 93670"] I've only partially read through it, things are spread across a few different PDFs([I]plus family still sorta in town[/I]). The tactical terminology is interesting. Forced movement being broken into explicitly defined push pull slide & toss will make life so much easier for me as a GM not needing to deal with shenanigans that I sometimes☆ see with 5e's push/pull abilities trying to mix one of the others. On a personal setup note I think they will make good use of the touch features on my tabletop display/vtt setup The (class specific?) character sheets are pretty darned clean & easy to grok even with them including class specific power source & mechanics of various powers. Having class specific sheets instead of one monolithic sheet every class tries to pour & squeeze itself into might be nice, but I'm not sure if they are class specific or built for the needs of WiP pending a later consolidation & think that could be either way. Skills are fairly straightforward with a much appreciated trio of fill in he blank boxes for craft & knowledge skills. Healing (recoveries) are pretty cool where PCs have a number per rest & they heal their fixed value, but it's a snapshot of the level 1 PC not a chart/description on the math to how it scales. Some classes have ways of getting them back during the adventuring day & others seem to have them tied more to resting. I was initially uncertain when a recent video talked about how resting took minimum 12 hours but it's written so that meeting regular biological needs for sleep/food/etc are kinda shunted behind the curtain in a way where they don't count even if resting involves a lot of it. The way that a lot of PC skills/powers/resources are somehow modified for victories in their own ways stacked against actually taking a rest causing victories to convert to experience seems like it will setup a nice bit of internal conflict & discussion between players themselves on if they actually want to stop for a rest if they they think they could vrs how confident they are continuing on without it. That makes for a nice change of pace for "directors" used to the GM frequently being the one trying to come up with reasons why they party can't or shouldn't rest. PC's have a pretty large buffer into negative HP but just dropping to zero hp feels like it brings some serious consequences on the adventuring day that would make just being low on HP an edge of the seat nail biter ☆ok pretty darned often [/QUOTE]
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