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Playtest Feedback 4/29
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<blockquote data-quote="Morrus" data-source="post: 6295151" data-attributes="member: 1"><p>Thanks! Longish post, but I think I can cover most of it quite quickly:</p><p></p><p>1. Ambidexterity and Deadly Shot are, I agree, both too powerful. Tricks which feel like mandatory choices are generally overpowered. Ambidexterity has already been reduced in power a lot in my own playtest document (based on your earlier comments about it) and Deadly Shot definitely needs a closer look.</p><p></p><p>2. SOAK vs. Vulnerability - hah! I had no idea that was still in there. It was removed from my weekend playtests weeks ago! Vulnerability no longer bypasses SOAK; it simply adds the bonus one or two dice of damage. You're absolutely right that as written it was far, far too powerful.</p><p></p><p>3. Countdowns have gotten little playtester feedback so far. I suspected they might be a bit long, but I think we can mitigate that easily with larger removal spreads (5-6, 4-6, for example) representing slow, medium, and fast countdowns. </p><p></p><p>4. Character traits - the XP needs changing to reflect the new XP charts; more importantly, does the 1-die bonus not affect anyone?</p><p></p><p>5. Medics - you're correct; they aren't supposed to be infinite healers. I'll look at rewording that. My original intention was any give character can benefit from the 1-die touch heal once per day, thought that might be a little harsh.</p><p></p><p>6. The variation in skill-related checks is mainly intentional - some characters are intended to be able to do difficult stuff that others cannot (although everybody has access to every type of check via a straight attribute roll). The medic should be a lot better at healing folks than the pilot is, for example.</p><p></p><p>7. That's a great use of LUCK. I like that a lot!</p><p></p><p>8. That XP projection sounds pretty good to me. D&D takes about 18 months to 2 years on average to top out in levels, but most campaigns in my experience simply don't last that long. 6 months seems realistic.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6295151, member: 1"] Thanks! Longish post, but I think I can cover most of it quite quickly: 1. Ambidexterity and Deadly Shot are, I agree, both too powerful. Tricks which feel like mandatory choices are generally overpowered. Ambidexterity has already been reduced in power a lot in my own playtest document (based on your earlier comments about it) and Deadly Shot definitely needs a closer look. 2. SOAK vs. Vulnerability - hah! I had no idea that was still in there. It was removed from my weekend playtests weeks ago! Vulnerability no longer bypasses SOAK; it simply adds the bonus one or two dice of damage. You're absolutely right that as written it was far, far too powerful. 3. Countdowns have gotten little playtester feedback so far. I suspected they might be a bit long, but I think we can mitigate that easily with larger removal spreads (5-6, 4-6, for example) representing slow, medium, and fast countdowns. 4. Character traits - the XP needs changing to reflect the new XP charts; more importantly, does the 1-die bonus not affect anyone? 5. Medics - you're correct; they aren't supposed to be infinite healers. I'll look at rewording that. My original intention was any give character can benefit from the 1-die touch heal once per day, thought that might be a little harsh. 6. The variation in skill-related checks is mainly intentional - some characters are intended to be able to do difficult stuff that others cannot (although everybody has access to every type of check via a straight attribute roll). The medic should be a lot better at healing folks than the pilot is, for example. 7. That's a great use of LUCK. I like that a lot! 8. That XP projection sounds pretty good to me. D&D takes about 18 months to 2 years on average to top out in levels, but most campaigns in my experience simply don't last that long. 6 months seems realistic. [/QUOTE]
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