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Playtest Feedback 4/29
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<blockquote data-quote="LucasC" data-source="post: 6295199" data-attributes="member: 6762606"><p>Let me expand on this thought a little bit. </p><p></p><p>With the skills varying so widely at present, it can be difficult to properly balance some encounters. </p><p></p><p>If I know the skills on my players sheets, I can go out of my way to avoid building an encounter they cannot possibly succeed at, but if I do not know those skills I'm really shooting in the dark. </p><p></p><p>When the numbers fluctuate from 2 dice (7) to 6 dice (21) just for starting characters there's a very wide range there that will only be worsened as these characters advance. This creates the very real danger of me creating encounters that are either trivial or impossible. </p><p></p><p>Even if I play ahead, real-life can easily get in the way. Of my 7 players, there are typically 1 or 2 absent each week. This means that even if I planned an encounter knowing that I had a crack pilot, if that player is absent, the others may now be faced with an impossible encounter. </p><p></p><p>This all adds up to making it considerably more difficult for GMs to build encounters without knowing exactly who or what is going to be at their table. </p><p></p><p>Anyhow, I can see the other side of things too.</p></blockquote><p></p>
[QUOTE="LucasC, post: 6295199, member: 6762606"] Let me expand on this thought a little bit. With the skills varying so widely at present, it can be difficult to properly balance some encounters. If I know the skills on my players sheets, I can go out of my way to avoid building an encounter they cannot possibly succeed at, but if I do not know those skills I'm really shooting in the dark. When the numbers fluctuate from 2 dice (7) to 6 dice (21) just for starting characters there's a very wide range there that will only be worsened as these characters advance. This creates the very real danger of me creating encounters that are either trivial or impossible. Even if I play ahead, real-life can easily get in the way. Of my 7 players, there are typically 1 or 2 absent each week. This means that even if I planned an encounter knowing that I had a crack pilot, if that player is absent, the others may now be faced with an impossible encounter. This all adds up to making it considerably more difficult for GMs to build encounters without knowing exactly who or what is going to be at their table. Anyhow, I can see the other side of things too. [/QUOTE]
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