Wow, I really got burned ranting about the two play-tests I conducted. I just want you to know that I'm not really angry about the play-tests. I just wanted to spark a little debate and ended-up starting a fire and getting a warning by an admin to stop insulting the developers, behave or be suspended. Oh, that was close. Sorry to any developers. I want to kick you in the pants a little and know as a developer in the past just how hurtful too harsh criticism can be. You're work is cut out for you. Good luck and make a great game.
I am a very poor play-tester as I only read what I want to read. I don't think my comments will be very useful as a result. Just like my 4th edition play-testing. But I can give comments based on comments here on EN World.
I like the idea of simple only necessary math. I love the idea of flat math. If 2 factors cancel each other out, then delete the factors.
However, I'm still not sold on the idea that leveling-up is only applied to higher hit points and higher damage. I do want there to be some kind of To-Hit improvement when leveling up. Now if that improvement amounts to very low bonuses, I'm o.k. with it.
How can we have lower bonuses to attacks but still make level-up to hit improvements meaningful?
I am a very poor play-tester as I only read what I want to read. I don't think my comments will be very useful as a result. Just like my 4th edition play-testing. But I can give comments based on comments here on EN World.
I like the idea of simple only necessary math. I love the idea of flat math. If 2 factors cancel each other out, then delete the factors.
However, I'm still not sold on the idea that leveling-up is only applied to higher hit points and higher damage. I do want there to be some kind of To-Hit improvement when leveling up. Now if that improvement amounts to very low bonuses, I'm o.k. with it.
How can we have lower bonuses to attacks but still make level-up to hit improvements meaningful?
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