SteveC
Doing the best imitation of myself
I remember the same comments. I sometimes give suggestions to game designers (small, very indie), and one of my favorites is "kill your darlings." I am not in a position to find the quote and article with it, but it was a good piece of design advice. Heck, it may even have been written by Matt(!!) I am really waiting to see the final release, and I'm still excited about the game, but I think this ended up being something you have to do too much work at for too little reward. But am I a world-famous game designer? No, I'm not, so I will reserve serious judgment until I get a chance to see the final game and play it.Yes. They especially wanted each class to earn resources when they did something archetypical to the class. When the tactician is tacticiioning, they should gain their resource. One of the problems is that some classes ended up being useless with certain monster configurations, because their trigger condition never emerged. If I remember somewhat correctly, the balancing became a nightmare, especially on GMs having to balance and build encounters, so they dropped it.