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Playtest Feedback 4/1
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<blockquote data-quote="Morrus" data-source="post: 6284361" data-attributes="member: 1"><p>I strongly suspected that would happen (which is why those suggestions haven't hit an actual playtest document yet). I'm glad to get feedback on that this quickly.</p><p></p><p></p><p></p><p></p><p>There's another way to approach this, too -- methods to improve DEFENSE. As the system stands at present, you can increase your attack dice pool a lot, but your DEFENSE is relatively static, excepting cover. The upcoming combat tricks section introduces some of that. </p><p></p><p>As you've no doubt figured out, this particular item is probably the most important thing to get right (and you've been incredibly helpful with this process: there is no substitute for actual playtesting).</p><p></p><p> </p><p></p><p></p><p>Noted. Psionics have taken a back-seat so far (and is very incomplete), but this initial feedback is useful. I'll use that as I design the system - thanks!</p><p></p><p></p><p></p><p></p><p>Interesting. Even with a difficulty of 10? The idea is that the average human will have 50% each. Is the issue that CHA scores are tending to be low?</p><p></p><p></p><p></p><p>I think you'll like what's coming - many of the combat skills are actually disappearing completely, and the combat tricks system will serve to handle those aspects. That directly addresses a few of the things you've been mentioning.</p><p></p><p>By the way - how was the new SPEED calculation?</p></blockquote><p></p>
[QUOTE="Morrus, post: 6284361, member: 1"] I strongly suspected that would happen (which is why those suggestions haven't hit an actual playtest document yet). I'm glad to get feedback on that this quickly. There's another way to approach this, too -- methods to improve DEFENSE. As the system stands at present, you can increase your attack dice pool a lot, but your DEFENSE is relatively static, excepting cover. The upcoming combat tricks section introduces some of that. As you've no doubt figured out, this particular item is probably the most important thing to get right (and you've been incredibly helpful with this process: there is no substitute for actual playtesting). Noted. Psionics have taken a back-seat so far (and is very incomplete), but this initial feedback is useful. I'll use that as I design the system - thanks! Interesting. Even with a difficulty of 10? The idea is that the average human will have 50% each. Is the issue that CHA scores are tending to be low? I think you'll like what's coming - many of the combat skills are actually disappearing completely, and the combat tricks system will serve to handle those aspects. That directly addresses a few of the things you've been mentioning. By the way - how was the new SPEED calculation? [/QUOTE]
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