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Help playtest my fantasy stat draft!
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8477613" data-attributes="member: 7023840"><p>[USER=205]@TwoSix[/USER] </p><p></p><p>Great idea and conception- lot of fun. Here's my feedback-</p><p></p><p>1. I think that the nature of the adventure will determine the relative value of choices. I'll be explicit- if you're running a one-shot, people will likely put a much higher emphasis on magic items. OTOH, if this is going to be to start a build for a longer campaign, I think it's going to go - Abilities > Feats > Magic Items. Period. Because most people will assume they can find magic items at some point, but abilities and feats are harder to come by. </p><p></p><p>2. Most people seem to undervalue feats in general. That's cool. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>3. Some of the choices that seem great for optimization were actually seriously Ackbar (it's a trap)- like the +4, -1 to everything else. Not because of the relative drawback, but because it was likely that the people already had at least two eights ... and further losses either meant a debilitating penalty, or would require spending resources to make "merely bad." ... Those are good options to include!</p><p></p><p>4. I agree that there should be more options than picks, but not that many more. </p><p></p><p>5. I also think it's going to matter if the group going in is completely collaborative- TBH, it's probably not as much fun if everyone is! You want to have a bit of trash talking, etc., to make it enjoyable. But you need people who are fun and understand that; I wouldn't spring this on a group that doesn't get along, and doesn't get the concept.</p><p></p><p>6. Just like this draft, I wouldn't expect many trades. Basic human psychology- we We will all overvalue the choices we make, and undervalue the choices people make after us. You can always allow trades, and maybe if you run it have an enforced prior of time (one day?) to complete trades, but I just don't see many, if any, happening. ...unless trades can occur AFTER random determinations. </p><p></p><p>Overall, this was awesome.</p><p></p><p>(As for my character, the main thing it illustrated was that my various attempts to use the Gunner Feat in Tasha's to build an awesome character ... well, let's say that firearms remain unsupported.)</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8477613, member: 7023840"] [USER=205]@TwoSix[/USER] Great idea and conception- lot of fun. Here's my feedback- 1. I think that the nature of the adventure will determine the relative value of choices. I'll be explicit- if you're running a one-shot, people will likely put a much higher emphasis on magic items. OTOH, if this is going to be to start a build for a longer campaign, I think it's going to go - Abilities > Feats > Magic Items. Period. Because most people will assume they can find magic items at some point, but abilities and feats are harder to come by. 2. Most people seem to undervalue feats in general. That's cool. :) 3. Some of the choices that seem great for optimization were actually seriously Ackbar (it's a trap)- like the +4, -1 to everything else. Not because of the relative drawback, but because it was likely that the people already had at least two eights ... and further losses either meant a debilitating penalty, or would require spending resources to make "merely bad." ... Those are good options to include! 4. I agree that there should be more options than picks, but not that many more. 5. I also think it's going to matter if the group going in is completely collaborative- TBH, it's probably not as much fun if everyone is! You want to have a bit of trash talking, etc., to make it enjoyable. But you need people who are fun and understand that; I wouldn't spring this on a group that doesn't get along, and doesn't get the concept. 6. Just like this draft, I wouldn't expect many trades. Basic human psychology- we We will all overvalue the choices we make, and undervalue the choices people make after us. You can always allow trades, and maybe if you run it have an enforced prior of time (one day?) to complete trades, but I just don't see many, if any, happening. ...unless trades can occur AFTER random determinations. Overall, this was awesome. (As for my character, the main thing it illustrated was that my various attempts to use the Gunner Feat in Tasha's to build an awesome character ... well, let's say that firearms remain unsupported.) [/QUOTE]
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