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Critiquing the Conjunction : Forked from the Great Conjunction
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<blockquote data-quote="Wik" data-source="post: 4706890" data-attributes="member: 40177"><p>Awesome review, Twist! I'm really loving my feedback. I've set aside saturday to get at least one review done myself. I know I'll be using 95% of the feedback I've received so far -it's very helpful! </p><p></p><p>I am going to make some responses to your issues. Not because I don't think you're correct, but more to make "official" clear-ups. I will work to fix these issues to make them clearer in my next run-through of the rules.</p><p></p><p></p><p></p><p>Yeah, Very Easy is an obvious one. But then, it's in many games, and +40% doesn't necessarily mean an obvious success. A character with a low score (say, 20-25%), will still only have a 65% chance performing a very easy action. Since the difficulties are considered against a skilled person taking the action, a character who is not skilled could have a big trouble performing a "very easy" task. For example, someone without first aid training could try a Heimlich Maneuvre, but it's going to be a lot harder for them than it would be for a paramedic or doctor (probably a 100% success chance). Of course, these untrained people aren't really learning much, but just trying random stuff to get the job done, so there's no real potential for self-improvement on Very easy tasks.</p><p></p><p></p><p></p><p>under "health points", page 11, it mentions that Health Points automatically fully restore at the end of every combat. I should make that clearer in the next draft - I had trouble finding it, myself.</p><p></p><p></p><p></p><p>Yeah, I would too. It was really a space-saving technique <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />. </p><p></p><p>That being said, if a character is half-covered, I figured simply saying "arm" would mean the GM would say "Hey, since only your left arm is visible..." rather than having a re-roll (and giving the attacker another shot at the head). </p><p></p><p></p><p></p><p>Done. Makes great sense. I just wanted a good visual look, and I like that font. I can mess around with things a bit. </p><p></p><p></p><p></p><p>Not to mention all the uses for adrenaline points in the skills chapter! Yeah, a master list of adrenaline point uses is a good idea. It'll be done.</p><p></p><p></p><p></p><p>It'd make an interesting, fast-playing optional rule. The only problem being that it creates an inverse of the existing method. As it stands, the higher your base chance of success, the LESS likely you'll level it on an improvement check, since you need to actually fail against your base chance of success on an improvement check to increase it. Getting a skill to 30-40 base skill is a lot easier than, say, getting it from 75-80. </p><p></p><p>As an aside, the first draft I had didn't have base chance of success, but simply had flat bonuses from abilities and skill modifiers. So, if you had a 45% modified chance of success, you have a 55% chance of improving it on an improvement check. The problem with that (and the reason I went with the current Base Skill + Modifiers for overall chance of success, rather than the simpler method) was that creating a character was essentially saying "these are the skills I want to start being good at... but they won't level as fast because they start higher". The problem being that, in a long-term game, all PCs would eventually be the same.</p></blockquote><p></p>
[QUOTE="Wik, post: 4706890, member: 40177"] Awesome review, Twist! I'm really loving my feedback. I've set aside saturday to get at least one review done myself. I know I'll be using 95% of the feedback I've received so far -it's very helpful! I am going to make some responses to your issues. Not because I don't think you're correct, but more to make "official" clear-ups. I will work to fix these issues to make them clearer in my next run-through of the rules. Yeah, Very Easy is an obvious one. But then, it's in many games, and +40% doesn't necessarily mean an obvious success. A character with a low score (say, 20-25%), will still only have a 65% chance performing a very easy action. Since the difficulties are considered against a skilled person taking the action, a character who is not skilled could have a big trouble performing a "very easy" task. For example, someone without first aid training could try a Heimlich Maneuvre, but it's going to be a lot harder for them than it would be for a paramedic or doctor (probably a 100% success chance). Of course, these untrained people aren't really learning much, but just trying random stuff to get the job done, so there's no real potential for self-improvement on Very easy tasks. under "health points", page 11, it mentions that Health Points automatically fully restore at the end of every combat. I should make that clearer in the next draft - I had trouble finding it, myself. Yeah, I would too. It was really a space-saving technique ;). That being said, if a character is half-covered, I figured simply saying "arm" would mean the GM would say "Hey, since only your left arm is visible..." rather than having a re-roll (and giving the attacker another shot at the head). Done. Makes great sense. I just wanted a good visual look, and I like that font. I can mess around with things a bit. Not to mention all the uses for adrenaline points in the skills chapter! Yeah, a master list of adrenaline point uses is a good idea. It'll be done. It'd make an interesting, fast-playing optional rule. The only problem being that it creates an inverse of the existing method. As it stands, the higher your base chance of success, the LESS likely you'll level it on an improvement check, since you need to actually fail against your base chance of success on an improvement check to increase it. Getting a skill to 30-40 base skill is a lot easier than, say, getting it from 75-80. As an aside, the first draft I had didn't have base chance of success, but simply had flat bonuses from abilities and skill modifiers. So, if you had a 45% modified chance of success, you have a 55% chance of improving it on an improvement check. The problem with that (and the reason I went with the current Base Skill + Modifiers for overall chance of success, rather than the simpler method) was that creating a character was essentially saying "these are the skills I want to start being good at... but they won't level as fast because they start higher". The problem being that, in a long-term game, all PCs would eventually be the same. [/QUOTE]
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