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N.E.W. Playtest Feedback - Prison Planet - System Notes - Sessions 2 and 3
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<blockquote data-quote="Tashtego" data-source="post: 6475228" data-attributes="member: 5373"><p>[MENTION=1]Morrus[/MENTION] - My players (who are so enclined) have enjoyed building and tweaking characters within the career system. However, if you optimise, it's easy to build a high stat character or a character with an effective stat/skill combo like the one I mentioned above. I think the main issue is that 6 dice are considerable powerful within the starting confines of the system and quite easy to build towards. Because each d6 is so powerful when used in a pool, optimised characters can be particularly effective, especially as their numbers of d6s increase.</p><p></p><p>I will use less XP next session. However, even with the massive amounts of XP I've been giving out, the volatility of the dicepool system still remains a core issue with the system.</p><p></p><p>I still recommend building a flatter core mechanic, so that each time a stat is increased, it's not as significant as a new d6. I don't think that the current exponential dice track serves to mitigate the system volatility for pointy character builds, as mentioned above.</p><p></p><p>With career increases, the system will become more like Traveller - where characters can't improve unless they take a few years of gametime to improve. However, I do enjoy incremental career upgrades from session to session.</p><p> [MENTION=6776304]Wojorides[/MENTION] - I also agree that the system should move towards flat bonuses. I don't know if this should just be for skills, or for attributes and skills. I think you want something that preserves the fun bits of the system (career stacking, optimising) with less standard deviation (aggravated by large d6 pools).</p></blockquote><p></p>
[QUOTE="Tashtego, post: 6475228, member: 5373"] [MENTION=1]Morrus[/MENTION] - My players (who are so enclined) have enjoyed building and tweaking characters within the career system. However, if you optimise, it's easy to build a high stat character or a character with an effective stat/skill combo like the one I mentioned above. I think the main issue is that 6 dice are considerable powerful within the starting confines of the system and quite easy to build towards. Because each d6 is so powerful when used in a pool, optimised characters can be particularly effective, especially as their numbers of d6s increase. I will use less XP next session. However, even with the massive amounts of XP I've been giving out, the volatility of the dicepool system still remains a core issue with the system. I still recommend building a flatter core mechanic, so that each time a stat is increased, it's not as significant as a new d6. I don't think that the current exponential dice track serves to mitigate the system volatility for pointy character builds, as mentioned above. With career increases, the system will become more like Traveller - where characters can't improve unless they take a few years of gametime to improve. However, I do enjoy incremental career upgrades from session to session. [MENTION=6776304]Wojorides[/MENTION] - I also agree that the system should move towards flat bonuses. I don't know if this should just be for skills, or for attributes and skills. I think you want something that preserves the fun bits of the system (career stacking, optimising) with less standard deviation (aggravated by large d6 pools). [/QUOTE]
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N.E.W. Playtest Feedback - Prison Planet - System Notes - Sessions 2 and 3
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