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<blockquote data-quote="Foxwarrior" data-source="post: 6469973" data-attributes="member: 81225"><p>Why do you refer to a meter as a "unit"? That seems confusing for no reason. The thing where DMs can change the scale doesn't really make sense as a justification, because there's no particular need for humans to suddenly be 10 feet tall or whatever.</p><p></p><p>It would also be nice to have some links to the various rules on the front page, I only noticed the Area, Distance, and Movement page because it was linked in the Latest Activity section. It's possible that you could use your insider knowledge to come up with a reading order that's better than the random crawl I can do on my own.</p><p></p><p>The character sheet doesn't seem to have any space to write down what my Attributes and General Skills actually are. Why doesn't it use a tree format?</p><p></p><p>Why not just two Multiclass Abilities, instead of potentially one for every adjustment you can think of? That is: Multiclass A Little (1 Upgrade) - change the General Skill for a Specific Skill to another one within the same Attribute; and Multiclass A Lot (2 upgrades) - change the General Skill for a Specific Skill to another one in a different Attribute.</p><p></p><p>The experience system seems a little bit fiddly. I expect it would probably involve the DM saying "You get 1 XP for that" a hundred times every level, but there's a danger that the player would say "Do I get any XP for that?" far more often. You don't actually need to have an XP system ("The DM says when you level up" works just fine), but if you do, it's an opportunity to encourage players to do some particular type of thing. What sort of adventures are players supposed to undertake, when left to their own devices?</p><p></p><p>I may have misread things, but it looks like a typical attack is likely to deal only about 3 damage, where people generally have 30 or more vitality. 10 rounds is a lot of rounds for a fight. In order to deal much more damage than 3, you'd have to be fighting an opponent who you could not miss. It also means that if you're fighting a roughly equal foe, you can remain quite confident that you'll be safe standing in front of them while they swing at you if you have 10 vitality.</p><p></p><p>Dividing your time into 5 actions is kind of nice, but it does get in danger of the Full Attack Action problem: people with lots of attacks (or in your case, attacks that take 2 or fewer actions to use) are strongly encouraged to stand really near the enemy and flail away, not do crazy acrobatic moves and bounce around the battlefield. I might recommend having a separate pool of movement actions, or an ability that gives you free movement when you attack, something like that.</p><p></p><p>Sorry for being so aggressive, but tearing into things improves my reading experience.</p></blockquote><p></p>
[QUOTE="Foxwarrior, post: 6469973, member: 81225"] Why do you refer to a meter as a "unit"? That seems confusing for no reason. The thing where DMs can change the scale doesn't really make sense as a justification, because there's no particular need for humans to suddenly be 10 feet tall or whatever. It would also be nice to have some links to the various rules on the front page, I only noticed the Area, Distance, and Movement page because it was linked in the Latest Activity section. It's possible that you could use your insider knowledge to come up with a reading order that's better than the random crawl I can do on my own. The character sheet doesn't seem to have any space to write down what my Attributes and General Skills actually are. Why doesn't it use a tree format? Why not just two Multiclass Abilities, instead of potentially one for every adjustment you can think of? That is: Multiclass A Little (1 Upgrade) - change the General Skill for a Specific Skill to another one within the same Attribute; and Multiclass A Lot (2 upgrades) - change the General Skill for a Specific Skill to another one in a different Attribute. The experience system seems a little bit fiddly. I expect it would probably involve the DM saying "You get 1 XP for that" a hundred times every level, but there's a danger that the player would say "Do I get any XP for that?" far more often. You don't actually need to have an XP system ("The DM says when you level up" works just fine), but if you do, it's an opportunity to encourage players to do some particular type of thing. What sort of adventures are players supposed to undertake, when left to their own devices? I may have misread things, but it looks like a typical attack is likely to deal only about 3 damage, where people generally have 30 or more vitality. 10 rounds is a lot of rounds for a fight. In order to deal much more damage than 3, you'd have to be fighting an opponent who you could not miss. It also means that if you're fighting a roughly equal foe, you can remain quite confident that you'll be safe standing in front of them while they swing at you if you have 10 vitality. Dividing your time into 5 actions is kind of nice, but it does get in danger of the Full Attack Action problem: people with lots of attacks (or in your case, attacks that take 2 or fewer actions to use) are strongly encouraged to stand really near the enemy and flail away, not do crazy acrobatic moves and bounce around the battlefield. I might recommend having a separate pool of movement actions, or an ability that gives you free movement when you attack, something like that. Sorry for being so aggressive, but tearing into things improves my reading experience. [/QUOTE]
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