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<blockquote data-quote="Morrus" data-source="post: 6489778" data-attributes="member: 1"><p>That dice pool limit definitely feels to me like the last piece of the puzzle. We have a couple more months of playtesting, but I'm optimistic we have it now. Getting that right has been the biggest hurdle in this whole process, and it's changed so much over the last year. You, in particular, have been a significant influence in that. Thank you!</p><p></p><p>For the countdown speeds, I wonder if more guidance on which is appropriate for which situation will help? A slow countdown can last a long time; I think of it more as for long illnesses/diseases and the like (where each roll is a day) rather than anything that would get used in one encounter. I agree the fast ones might be a bit too fast to be of much use. </p><p></p><p>I think switching it between different speeds based on LOG checks may make the whole thing a little more awkward than needed? I've never tried that, so you'll have a better idea than me, but it reads a little fiddly. Checks to add dice work great.</p><p></p><p>That's an interesting approach with the shields. It sounds fun. I might play with that concept a bit.</p><p></p><p></p><p></p><p>Correct on both. Note also (bearing in mind that we're just testing this, so it's not set in stone) as written the limit <em>can</em> be exceeded with aiming, positioning, etc.</p><p></p><p>My big takeaways from your report:</p><p></p><p>- The LUCK thing bothers me. It's feedback I've had elsewhere; people just don't use it. I need to figure this out soon, or scrap LUCK altogether. I'd rather not scrap it, as - like action points, hero points, inspirations, and the like in D&D - I feel player empowerment mechanics like this are a useful tool which helps allow them to steer the narrative (in the form of having influence over a dice roll) at the right time. Added to that clerics in O.L.D. using it and calling it FAITH.</p><p></p><p>- Psionics. So little tested still, and so little time left. Darnit. General feedback hasn't been great on psionics, and I'm considering a major rethink.</p><p></p><p>- DEFENSE. That 32 is a problem, yeah. That's way beyond any score that I considered happening. So he has a total of 10-11 dice in AGI and END, or about 5 dice in each? 5 dice is an attribute of 15, though, so that would mean he has two attributes at 15. Am I missing a large loophole in the DEFENSE calculation? Or are there other modifiers I've managed to completely overlook? This one confuses me a bit, but hopefully some more info might pinpoint where it's going wrong.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6489778, member: 1"] That dice pool limit definitely feels to me like the last piece of the puzzle. We have a couple more months of playtesting, but I'm optimistic we have it now. Getting that right has been the biggest hurdle in this whole process, and it's changed so much over the last year. You, in particular, have been a significant influence in that. Thank you! For the countdown speeds, I wonder if more guidance on which is appropriate for which situation will help? A slow countdown can last a long time; I think of it more as for long illnesses/diseases and the like (where each roll is a day) rather than anything that would get used in one encounter. I agree the fast ones might be a bit too fast to be of much use. I think switching it between different speeds based on LOG checks may make the whole thing a little more awkward than needed? I've never tried that, so you'll have a better idea than me, but it reads a little fiddly. Checks to add dice work great. That's an interesting approach with the shields. It sounds fun. I might play with that concept a bit. Correct on both. Note also (bearing in mind that we're just testing this, so it's not set in stone) as written the limit [I]can[/I] be exceeded with aiming, positioning, etc. My big takeaways from your report: - The LUCK thing bothers me. It's feedback I've had elsewhere; people just don't use it. I need to figure this out soon, or scrap LUCK altogether. I'd rather not scrap it, as - like action points, hero points, inspirations, and the like in D&D - I feel player empowerment mechanics like this are a useful tool which helps allow them to steer the narrative (in the form of having influence over a dice roll) at the right time. Added to that clerics in O.L.D. using it and calling it FAITH. - Psionics. So little tested still, and so little time left. Darnit. General feedback hasn't been great on psionics, and I'm considering a major rethink. - DEFENSE. That 32 is a problem, yeah. That's way beyond any score that I considered happening. So he has a total of 10-11 dice in AGI and END, or about 5 dice in each? 5 dice is an attribute of 15, though, so that would mean he has two attributes at 15. Am I missing a large loophole in the DEFENSE calculation? Or are there other modifiers I've managed to completely overlook? This one confuses me a bit, but hopefully some more info might pinpoint where it's going wrong. [/QUOTE]
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