Thomas Shey
Legend
Options I took in my playtest that I thought could've been meaningful, but ultimately weren't.
Rogue getting the drop on an enemy to sneak attack.
Cleric forgoing attacks to heal an injured ally.
Wizard increasing power points spent in hopes of doing extra damage. Wizard spending bennies to recharge power point pools.
Fighter trying to take out the enemy spellcaster.
Only one of those I wouldn't expect to be useful was the third one (because unlike some D&Doids, there's no reason for a SW spellcaster to be any easier to take out than a fighting specialist; the trade off with them in terms of their effectiveness is limited loiter-time, not brittleness). If none of the others were useful, I have to conclude your dice betrayed you.
One thing that happened: Enemy spellcaster lowered the Strength trait of the Fighter so he couldn't do big damage. Fighter couldn't shake it. Enemy spellcasters were able to heal each other.
The first is what I refer to above. As to the second--why shouldn't they have been able to? They were trading off a round of doing damage to do that. And most versions of SW healing aren't doing more than a Wound level most of the time, so its an even choice.







