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General Tabletop Discussion
EN Publishing
O.L.D. Playtest Document: Book II - Playing The Game (December 2014)
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6462655" data-attributes="member: 20805"><p>Quick review from lunch break:</p><p></p><p></p><p>PDF lacks page numbers! </p><p></p><p>The following issues are listed under the paragraph headings, which are now in bold and are in order of appearance.</p><p></p><p></p><p><strong>Core Mechanic</strong></p><p><strong></strong> 3rd line change to read "..., whether that [represents an] attack roll..."</p><p></p><p><strong>Which Attributes</strong></p><p><strong></strong> Example tasks, missing example for WILL</p><p></p><p> Example opposed tasks, missing example for LOG, perhaps chess contest?</p><p></p><p><strong>Fast and Slow Countdowns</strong></p><p><strong></strong> Reads "Any countdown not expressed specfically as such is a <em>medium</em> countdown."</p><p> Wasn't the intent that all were <em>slow</em> unless otherwize noted?</p><p> The 'Death' portion latter on in the text does not expressly specify as <em>slow</em> but has the "..any dice which comes up 6 gets removed..."</p><p></p><p><strong>Treating Disease</strong></p><p><strong></strong> Each interval you can do one LOG check, success replenishes the dice pool by 1 die.</p><p> This makes recovery a gamble and ignores high skills. Perhaps replenish the dice pool by 1 die for every 5 points over success?</p><p></p><p><strong>Races and Chases</strong></p><p><strong></strong> Scale: I can see this in NEW and NOW, but I think in OLD the speed difference should be built into the creatures. A horse should have a higher SPEED than a human. That being said, having a 'on foot' versus 'mounted' at x2 Speed as a mount can move twice their speed while the rider still takes an action.</p><p></p><p></p><p><strong>Tailing and Spycraft</strong></p><p><strong></strong> This part was worded a bit weird and I had to do some mental gymnastics.</p><p> I would recommend something more like:</p><p></p><p>===========</p><p> Sometimes characters may find themselves tailing rather than chasing a suspect. This works in much the same manner as a race or chase, but instead of rolling SPEED vs SPEED the characters roll AGI as the tailing character vs INT as the tailed character (AGI represents the ability to sneak and hide behind the target while INT represents the target's ability to spot the pursuer). Unlike in a race or chase, the tailed character rolls first and the tailing character can reduce their dice pool in an attempt to not get too close.</p><p></p><p>Similar to races and chases, the tailed character can take actions to evade a tail such as ducking into a crowded bazaar or entering a business and then leaving by another door.</p><p></p><p>The distance in this situation is a measure of how close the tailed character is to noticing the tail. When the distance reaches zero the tailed character becomes aware of the tail. At this point the tailed character can attempt to evade the tail {continue the Tailing event}, run away {initiate a chase event}, or turn and fight.</p><p></p><p>Skills such as stealth and disguise are useful when tailing somebody.</p><p>===========</p><p></p><p><strong>Combat Sequence:</strong></p><p><strong></strong> Can you address 'readying' or 'delaying' actions and how they interact with initiative?</p><p></p><p></p><p><strong>Actions and Turns:</strong></p><p><strong></strong> Action list includes casting a signature spell and casting a non-signature spell. Should read casting a Spell from a prepared spell path and casting a spell from a non-prepared spell path.</p><p></p><p></p><p><strong>Aiming/Feinting:</strong></p><p><strong></strong> These exploits are specifically move actions that grant a bonus to the next attack taken in the same turn. It is not clear whether these are exceptions to the rule of only using one combination of exploits per turn.. in other words, if you 'Aim', can you also use 'Deadly Strike'?</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6462655, member: 20805"] Quick review from lunch break: PDF lacks page numbers! The following issues are listed under the paragraph headings, which are now in bold and are in order of appearance. [B]Core Mechanic [/B] 3rd line change to read "..., whether that [represents an] attack roll..." [B]Which Attributes [/B] Example tasks, missing example for WILL Example opposed tasks, missing example for LOG, perhaps chess contest? [B]Fast and Slow Countdowns [/B] Reads "Any countdown not expressed specfically as such is a [i]medium[/i] countdown." Wasn't the intent that all were [i]slow[/i] unless otherwize noted? The 'Death' portion latter on in the text does not expressly specify as [i]slow[/i] but has the "..any dice which comes up 6 gets removed..." [B]Treating Disease [/B] Each interval you can do one LOG check, success replenishes the dice pool by 1 die. This makes recovery a gamble and ignores high skills. Perhaps replenish the dice pool by 1 die for every 5 points over success? [B]Races and Chases [/B] Scale: I can see this in NEW and NOW, but I think in OLD the speed difference should be built into the creatures. A horse should have a higher SPEED than a human. That being said, having a 'on foot' versus 'mounted' at x2 Speed as a mount can move twice their speed while the rider still takes an action. [B]Tailing and Spycraft [/B] This part was worded a bit weird and I had to do some mental gymnastics. I would recommend something more like: =========== Sometimes characters may find themselves tailing rather than chasing a suspect. This works in much the same manner as a race or chase, but instead of rolling SPEED vs SPEED the characters roll AGI as the tailing character vs INT as the tailed character (AGI represents the ability to sneak and hide behind the target while INT represents the target's ability to spot the pursuer). Unlike in a race or chase, the tailed character rolls first and the tailing character can reduce their dice pool in an attempt to not get too close. Similar to races and chases, the tailed character can take actions to evade a tail such as ducking into a crowded bazaar or entering a business and then leaving by another door. The distance in this situation is a measure of how close the tailed character is to noticing the tail. When the distance reaches zero the tailed character becomes aware of the tail. At this point the tailed character can attempt to evade the tail {continue the Tailing event}, run away {initiate a chase event}, or turn and fight. Skills such as stealth and disguise are useful when tailing somebody. =========== [B]Combat Sequence: [/B] Can you address 'readying' or 'delaying' actions and how they interact with initiative? [B]Actions and Turns: [/B] Action list includes casting a signature spell and casting a non-signature spell. Should read casting a Spell from a prepared spell path and casting a spell from a non-prepared spell path. [B]Aiming/Feinting: [/B] These exploits are specifically move actions that grant a bonus to the next attack taken in the same turn. It is not clear whether these are exceptions to the rule of only using one combination of exploits per turn.. in other words, if you 'Aim', can you also use 'Deadly Strike'? [/QUOTE]
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