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N.E.W. Playtest Feedback - Prison Planet - System Notes - Sessions 2 and 3
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<blockquote data-quote="Morrus" data-source="post: 6461550" data-attributes="member: 1"><p>Thanks for the feedback! If I might offer some advice? I realise the rulebook has no advice or guidelines in it yet - that'll likely be the last thing I do, along with the examples of how to play an RPG - but I can try to put some stuff down in writing here.</p><p></p><p></p><p></p><p>Could you give some examples? 6 dice is a very large dice pool - an attribute of 21+. Or is that including situational modifiers?</p><p></p><p>What were the suggested target numbers? Are we just talking attack rolls here, or other attribute checks? Are they spending dice to increase damage or achieve effects?</p><p></p><p></p><p></p><p>There are indeed some legacy INTELLECT references. INTELLECT got split into LOGIC and INTUITION, so what you're seeing there are errors. Generally speaking, if it says INT but it feel like it should be LOG, it probably is LOG. My apologies; that definitely needs cleaning up.</p><p></p><p></p><p></p><p>I'm not sure, but I think you might be doing it wrong. You definitely shouldn't be writing anything down!</p><p></p><p>You form a dice pool equal to your stat. If your END is 4, you physically pick up 4d6 and place them in front of you. Each turn you roll the 4d6 and physically throw away any 6s (or whatever). </p><p></p><p>Trust me, it works! The prop usage of the dice really makes the difference. I've tried it loads of times now, and every time it feels good. </p><p></p><p></p><p></p><p>There currently isn't an aid-another (very D&D!) combat action. I like the idea of specific exploits, though - aiding can take many forms, after all. </p><p></p><p>The static defence - it's a choice, yep. D&D makes the same choice - a static AC rather than rolling it each time. It's done to increase the speed of gameplay, as opposed rolls every attack can bog things down an enormous amount. That said, an optional rule in a sidebar allowing you to roll it each time wouldn't be a bad idea. </p><p></p><p></p><p></p><p>10K for free per session? Yowzers! That's a lot! Yeah, your PCs are going to progress very rapidly at that rate. </p><p></p><p>How are they losing competence in areas?</p><p></p><p>Now, bear in mind that the XP system has not had the playtesting that the rest has, so your feedback here is immensely valuable. The costs are pretty much placeholder values right now.</p><p></p><p></p><p></p><p>The intended effect there is that escalating cost scale for attribute and skill points. It becomes progressively harder to increase those attributes. Although if you're handing out 10K XP at a time, I think that would pretty much nullify the effect since they could afford even a attribute 10 upgrade every session. I envision upgrades from say 9-10 to be things they have to save up for for weeks, while a skill upgrade from 1-2, for example, they might be able to do every week. In that way, they're kind forced to diversify.</p><p></p><p>There definitely needs to be more guidelines for that! I assume you're giving monster XP as well as the free 10K per session? My advice would be to stop giving the 10K per session. Storyline rewards of a couple of hundred each occasionally when they accomplish goals are certainly appropriate, though.</p><p></p><p>That was a little rambly. Did it make sense?</p></blockquote><p></p>
[QUOTE="Morrus, post: 6461550, member: 1"] Thanks for the feedback! If I might offer some advice? I realise the rulebook has no advice or guidelines in it yet - that'll likely be the last thing I do, along with the examples of how to play an RPG - but I can try to put some stuff down in writing here. Could you give some examples? 6 dice is a very large dice pool - an attribute of 21+. Or is that including situational modifiers? What were the suggested target numbers? Are we just talking attack rolls here, or other attribute checks? Are they spending dice to increase damage or achieve effects? There are indeed some legacy INTELLECT references. INTELLECT got split into LOGIC and INTUITION, so what you're seeing there are errors. Generally speaking, if it says INT but it feel like it should be LOG, it probably is LOG. My apologies; that definitely needs cleaning up. I'm not sure, but I think you might be doing it wrong. You definitely shouldn't be writing anything down! You form a dice pool equal to your stat. If your END is 4, you physically pick up 4d6 and place them in front of you. Each turn you roll the 4d6 and physically throw away any 6s (or whatever). Trust me, it works! The prop usage of the dice really makes the difference. I've tried it loads of times now, and every time it feels good. There currently isn't an aid-another (very D&D!) combat action. I like the idea of specific exploits, though - aiding can take many forms, after all. The static defence - it's a choice, yep. D&D makes the same choice - a static AC rather than rolling it each time. It's done to increase the speed of gameplay, as opposed rolls every attack can bog things down an enormous amount. That said, an optional rule in a sidebar allowing you to roll it each time wouldn't be a bad idea. 10K for free per session? Yowzers! That's a lot! Yeah, your PCs are going to progress very rapidly at that rate. How are they losing competence in areas? Now, bear in mind that the XP system has not had the playtesting that the rest has, so your feedback here is immensely valuable. The costs are pretty much placeholder values right now. The intended effect there is that escalating cost scale for attribute and skill points. It becomes progressively harder to increase those attributes. Although if you're handing out 10K XP at a time, I think that would pretty much nullify the effect since they could afford even a attribute 10 upgrade every session. I envision upgrades from say 9-10 to be things they have to save up for for weeks, while a skill upgrade from 1-2, for example, they might be able to do every week. In that way, they're kind forced to diversify. There definitely needs to be more guidelines for that! I assume you're giving monster XP as well as the free 10K per session? My advice would be to stop giving the 10K per session. Storyline rewards of a couple of hundred each occasionally when they accomplish goals are certainly appropriate, though. That was a little rambly. Did it make sense? [/QUOTE]
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