Draw Steel: Fake variety helps no one


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Point of order: are these metacurrencies? They look more like standard class resources at a glance. Characters seem as aware of them and able to decide to use them as players do.
 



The d3 vs 2 issue does not seem to me a burden at all. It gives a little variety while maintaining overall balance. Presumably, each player will ran one character at a time and since this is something that happens every turn, I think that it will be easy to remember.
 

No. It's because it's almost but not quite uniform. The difference between 1 and d6 would matter and is big enough to be memorable. But 2 vs 1d3 is irritating and trivial and just another thing to remember
In Draw Steel, 1d6 would be too much variability. I think part of the point is that they're the "same". You get ~2 heroic resources on your turn. Based on your class (and it's "source of power") it may be a reliable source of heroic resources, or a bit more chaotic.

The part about remembering which class uses which, I don't understand. It's just one thing among a dozen that's different between the classes: every class has different triggers for extra resources, the counduit has triggers both on prayer and two once-per-combat triggers, the elementalist can reduce the resource gain on their turn with persistance. So whether I roll or not on my turn to generate heroic resources is probably the easiest to remember.

The thing that's more important to remember between the classes is the trigger for their extra heroic resources. That way you can make sure to create situations where those triggers happen. The shadow needs an edge when attacking; they're a natural buddy with the tactician, who can give them that edge easily with their Mark.
 

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