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Playtest Feedback 5/27
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<blockquote data-quote="Morrus" data-source="post: 6307752" data-attributes="member: 1"><p>Just a side-note, eventually the XP requirement for these will me much, much higher. For now I've put them at a point where playtesters are likely to actually use them, but I envisage those four tiers as being as long as an entire D&D campaign - a year or more of play. The incremental advances will the the thing.</p><p></p><ul> <li data-xf-list-type="ul"></li> </ul><p></p><p>That's currently deliberate, but I'm keen to see feedback on it. I wanted folks to be drawn towards the purchase of character driven concepts rather than just numerical changes, and to use the latter for fine-tuning and tweaking. Additionally, picking up a new career in mid-play should be unusual; that sort of thing should happen between adventures.</p><p></p><p></p><p></p><p></p><p></p><p>Could you explain that more? Careers aren't front-loaded in the sense that the first rank is better than the later ones. </p><p></p><p>Though there are plans to audit them all and ensure that granted abilities towards the end of a career are worth waiting for.</p><p></p><p></p><p></p><p></p><p></p><p>How did the scaling of defenses and HEALTH etc. figure into that? Do they need to be boosted a little to match the overall power gain and keep things even?</p><p></p><p></p><p></p><p>That is higher than I intended at Heroic. Looks like some tweaking is required. Thanks for the feedback, as always!</p><p></p><ul> <li data-xf-list-type="ul"></li> </ul><p></p><p>That's just a category for melee weapons. Non-standard naming! It means "sword" or "club" or what-have-you.</p><p></p><p></p><p></p><p>Agreed; yep, that's in the next update. Sidearms, Rifles, Heavy, Gunnery (the latter being the existing ship-mounted stuff).</p></blockquote><p></p>
[QUOTE="Morrus, post: 6307752, member: 1"] Just a side-note, eventually the XP requirement for these will me much, much higher. For now I've put them at a point where playtesters are likely to actually use them, but I envisage those four tiers as being as long as an entire D&D campaign - a year or more of play. The incremental advances will the the thing. [SIZE=3][SIZE=2][/SIZE][/SIZE][LIST] [/LIST] That's currently deliberate, but I'm keen to see feedback on it. I wanted folks to be drawn towards the purchase of character driven concepts rather than just numerical changes, and to use the latter for fine-tuning and tweaking. Additionally, picking up a new career in mid-play should be unusual; that sort of thing should happen between adventures. Could you explain that more? Careers aren't front-loaded in the sense that the first rank is better than the later ones. Though there are plans to audit them all and ensure that granted abilities towards the end of a career are worth waiting for. How did the scaling of defenses and HEALTH etc. figure into that? Do they need to be boosted a little to match the overall power gain and keep things even? That is higher than I intended at Heroic. Looks like some tweaking is required. Thanks for the feedback, as always! [LIST] [/LIST] That's just a category for melee weapons. Non-standard naming! It means "sword" or "club" or what-have-you. Agreed; yep, that's in the next update. Sidearms, Rifles, Heavy, Gunnery (the latter being the existing ship-mounted stuff). [/QUOTE]
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