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Playtest Feedback 4/9 (non-combat)
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<blockquote data-quote="Morrus" data-source="post: 6286603" data-attributes="member: 1"><p>OK, here goes - lots to delve into!</p><p></p><ul> <li data-xf-list-type="ul"></li> </ul><p></p><p>Typo alert! Thanks! </p><p></p><p></p><p>Yes; you *always* get 1 die.</p><p></p><p></p><p>For now. Careers are easy to add, but not high priority! </p><p></p><p></p><p>Possibly. I may replace that with a combat trick, as I'm not keen on abilities which mimic skills.</p><p></p><p></p><p>True enough! </p><p></p><p></p><p></p><p>That's correct. It's intended to be a movement declaration.</p><p></p><p></p><p></p><p>That's a good idea. I'll definitely give that some thought. I agree that AGI is overrepresented. One aspect of that, though, is that as more infrastructure for non-combat stuff is added, other skills become more and more useful. </p><p></p><p></p><p></p><p>Hmmm. That sounds unfortunate. Is the issue that the pool is too small?</p><p></p><p></p><p></p><p>Out of combat, definitely. It's used during travel, landing, docking, etc. It wouls also be used when attempting tricky activities - navigating through an asteroid field, for example. It would provide a bonus in chase scenarios.</p><p></p><p></p><p></p><p>I agree. I might switch it back to the +1 die bonus. I worry about big swingy dice pools though, as you know, and the trend has been to tighten them.</p><p></p><p></p><p></p><p></p><p>Careers will be added, I promise. I'll think about the use of WIL for absorbing that psionic damage.</p><p></p><p></p><p></p><p></p><p>Great! I do have to review the careers and remove abilities that are basically just combat tricks. And allows some careers to gain additional tricks.</p><p></p><p></p><p></p><p>I can't imagine that ever happening, but if a group of 6 bad guys is being covered by owerwatch and they all choose to jump out of cover, I have no problem with them all getting a shot taken at them. As you say, in any given turn that simply won't happen, anyway. People don't make targets of themselves deliberately. I honestly don't think it's a concern, but we'll keep an eye on it.</p><p></p><p></p><p></p><p>I would be inclined to say that someone already out of cover at the start of their turn has an opportunity to find cover. If he doesn't the shooter gets a shot. That's of the top of my head, though.</p><p></p><p>I have a question, BTW - the single skills/career thing. How did that go? How did it affect the game in turns of overall swingyness? Did it feel too restrictive, or was it OK?</p></blockquote><p></p>
[QUOTE="Morrus, post: 6286603, member: 1"] OK, here goes - lots to delve into! [LIST] [/LIST] Typo alert! Thanks! Yes; you *always* get 1 die. For now. Careers are easy to add, but not high priority! Possibly. I may replace that with a combat trick, as I'm not keen on abilities which mimic skills. True enough! That's correct. It's intended to be a movement declaration. That's a good idea. I'll definitely give that some thought. I agree that AGI is overrepresented. One aspect of that, though, is that as more infrastructure for non-combat stuff is added, other skills become more and more useful. Hmmm. That sounds unfortunate. Is the issue that the pool is too small? Out of combat, definitely. It's used during travel, landing, docking, etc. It wouls also be used when attempting tricky activities - navigating through an asteroid field, for example. It would provide a bonus in chase scenarios. I agree. I might switch it back to the +1 die bonus. I worry about big swingy dice pools though, as you know, and the trend has been to tighten them. [B][/B] Careers will be added, I promise. I'll think about the use of WIL for absorbing that psionic damage. Great! I do have to review the careers and remove abilities that are basically just combat tricks. And allows some careers to gain additional tricks. I can't imagine that ever happening, but if a group of 6 bad guys is being covered by owerwatch and they all choose to jump out of cover, I have no problem with them all getting a shot taken at them. As you say, in any given turn that simply won't happen, anyway. People don't make targets of themselves deliberately. I honestly don't think it's a concern, but we'll keep an eye on it. I would be inclined to say that someone already out of cover at the start of their turn has an opportunity to find cover. If he doesn't the shooter gets a shot. That's of the top of my head, though. I have a question, BTW - the single skills/career thing. How did that go? How did it affect the game in turns of overall swingyness? Did it feel too restrictive, or was it OK? [/QUOTE]
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