evilbob
Adventurer
I have to say: I'm loving the new ruleset. I really like the streamlined simplicity of it all. Which is why when I see something clunky, it sticks out even more so. It's confusing: like, if I can tell how silly this is, why didn't they? Here are two examples:
Crits: You know what's easier to remember, much faster in play, and pretty much statistically identical to the current crit rule? "Crits do max damage." DONE. Why make it take longer than that? Many players are already used to this rule anyway.
Cover: Similarly, here's a great rule for cover: cover means anyone attacking you has disadvantage. DONE. No multiple levels with various static numbers to remember and add/subtract, none of the clunkiness. I have no idea why they didn't do this; the current cover rules are needlessly complex and add exactly zero to the game. If you want more complex cover rules, put them in an advanced tactics module.
Those are just two tiny nitpicks (and instant house-rules) but in all honesty, the rules seem very streamlined so far. Very cool.
Crits: You know what's easier to remember, much faster in play, and pretty much statistically identical to the current crit rule? "Crits do max damage." DONE. Why make it take longer than that? Many players are already used to this rule anyway.
Cover: Similarly, here's a great rule for cover: cover means anyone attacking you has disadvantage. DONE. No multiple levels with various static numbers to remember and add/subtract, none of the clunkiness. I have no idea why they didn't do this; the current cover rules are needlessly complex and add exactly zero to the game. If you want more complex cover rules, put them in an advanced tactics module.
Those are just two tiny nitpicks (and instant house-rules) but in all honesty, the rules seem very streamlined so far. Very cool.