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<blockquote data-quote="Blue" data-source="post: 7196942" data-attributes="member: 20564"><p>Reading through it now. Pretty cool. And it looks like you put a lot of work into it.</p><p></p><p>Are you open to a few suggestions?</p><p></p><p>Turian's mobility is both a help and a hindrance in almost exactly even measure. Would it fit the same goal if they ignore the first square of difficult terrain each turn?</p><p></p><p>I see you are doing a larger chunk of HPs at 1st level and then minimal HPs at later levels, with a min of 1. This leads to some oddities like a CON 8 Adept losing only a single HP due to the low CON at first and never lose any other, and the flip side where a 20 CON gives x6 HP per level-after-first as a 10 CON. How about just adding your CON <strong>score</strong> (instead of CON modifier) at 1st and leaving it out when you level altogether.</p><p></p><p>Your rules for shields are nice and streamlined, but in play it feels like while you're near full HPs you'll be doing fine, doing fine, doing fine, and then when you drop down to bloodied you suddenly are at a lot less then half of "total damage you can take". In other words, it seems like a "death spiral" pattern where getting hurt makes it easier to get hurt more and characters can go down unexpectedly quickly once they reach that point.</p><p></p><p>I don't have a good solution that fits the source material, maybe shield can come back on line if you don't get hit for two rounds but that's additional tracking. Or maybe just in actual play frequent medigel use will be bringing it back online.</p><p></p><p>Still lots to go through including you prolific list of powers. Great work!</p></blockquote><p></p>
[QUOTE="Blue, post: 7196942, member: 20564"] Reading through it now. Pretty cool. And it looks like you put a lot of work into it. Are you open to a few suggestions? Turian's mobility is both a help and a hindrance in almost exactly even measure. Would it fit the same goal if they ignore the first square of difficult terrain each turn? I see you are doing a larger chunk of HPs at 1st level and then minimal HPs at later levels, with a min of 1. This leads to some oddities like a CON 8 Adept losing only a single HP due to the low CON at first and never lose any other, and the flip side where a 20 CON gives x6 HP per level-after-first as a 10 CON. How about just adding your CON [B]score[/B] (instead of CON modifier) at 1st and leaving it out when you level altogether. Your rules for shields are nice and streamlined, but in play it feels like while you're near full HPs you'll be doing fine, doing fine, doing fine, and then when you drop down to bloodied you suddenly are at a lot less then half of "total damage you can take". In other words, it seems like a "death spiral" pattern where getting hurt makes it easier to get hurt more and characters can go down unexpectedly quickly once they reach that point. I don't have a good solution that fits the source material, maybe shield can come back on line if you don't get hit for two rounds but that's additional tracking. Or maybe just in actual play frequent medigel use will be bringing it back online. Still lots to go through including you prolific list of powers. Great work! [/QUOTE]
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