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Playtest Feedback: Personal Combat
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<blockquote data-quote="Morrus" data-source="post: 6254147" data-attributes="member: 1"><p>Friggin' awesome feedback - again! Lucas, you're definitely the star playtester! Thank you!</p><p></p><p>I'll go through your items one by one. In some cases, though, it'll just be a quick note that you've spotted an error, omission, or just something that hasn't been written yet.</p><p></p><p></p><p>Undecided. I'd probably go with the one with the highest AGI, then highest INT. </p><p></p><p></p><p>Again undecided. I like/dislike each for different reasons. I might be inclined to go 1 for speed of play. Thoughts?</p><p></p><p></p><p>That lack of granularity is something I've noticed, too. I want to stick with just d6s though, so that needs some thought.</p><p></p><p></p><p>Good call!</p><p></p><p></p><p>I haven't put a limit in, but I'd suggest there one - perhaps equal to one's END attribute per day.</p><p></p><p></p><p>Not as yet.</p><p></p><p></p><p>Not as yet. I'll think about that!</p><p></p><p></p><p>As written it's END; however I'm very receptive to playtest feedback on whether that's too long or not.</p><p></p><p></p><p>I'll try to think of other ways for them to use their attributes in combat. There's psionics, medicine, etc. of course, and INT is used for initiative.</p><p></p><p></p><p>Hah! Can't believe I didn't put that in! Thrown weapons as a whole are 3 squares (15') unless otherwise noted.</p><p></p><p></p><p>I expect I'll add a scatter diagram, though I'm not keen on them.</p><p></p><p></p><p></p><p>Excellent! Pretty much exactly as intended! That's exactly what I was hoping you'd say!<strong></strong></p><p><strong></strong></p><p><strong></strong></p><p>This - as a core mechanic - is vital to get right. So we'll continue playtesting until we do. For now, you feel that too many exploding dice makes things too swingy? </p><p></p><p><strong></strong></p><p><strong></strong></p><p></p><p>So here we have an issue. Some of the stuff you don't like is because I wanted to keep it simple to track; and yet you're already observing it's a bit complex to do. This is a conundrum - it's easy to deal with those issues, but they do add a little extra complexity to a mechanic you already feel is too complex. so, for sure, every one of those points is trivially easy to fix; it's just whether it's worth it or not. Your feeling?</p><p> </p><p></p><p></p><p>I'm really glad it works as intended! That's exactly what it's supposed to do.</p><p></p><p>The 90-degree thing is, sadly, the simple version of what was there before. </p><p></p><p></p><p>Noted. Grenades broken; need work! Will do!</p><p></p><p></p><p></p><p>Thanks! So, again, this is where playtesting feedback is useful. What looks good on paper may not play out as expected, and this is one example. So would you say that not doubling them feels about right?</p></blockquote><p></p>
[QUOTE="Morrus, post: 6254147, member: 1"] Friggin' awesome feedback - again! Lucas, you're definitely the star playtester! Thank you! I'll go through your items one by one. In some cases, though, it'll just be a quick note that you've spotted an error, omission, or just something that hasn't been written yet. Undecided. I'd probably go with the one with the highest AGI, then highest INT. Again undecided. I like/dislike each for different reasons. I might be inclined to go 1 for speed of play. Thoughts? That lack of granularity is something I've noticed, too. I want to stick with just d6s though, so that needs some thought. Good call! I haven't put a limit in, but I'd suggest there one - perhaps equal to one's END attribute per day. Not as yet. Not as yet. I'll think about that! As written it's END; however I'm very receptive to playtest feedback on whether that's too long or not. I'll try to think of other ways for them to use their attributes in combat. There's psionics, medicine, etc. of course, and INT is used for initiative. Hah! Can't believe I didn't put that in! Thrown weapons as a whole are 3 squares (15') unless otherwise noted. I expect I'll add a scatter diagram, though I'm not keen on them. [B][/B] Excellent! Pretty much exactly as intended! That's exactly what I was hoping you'd say![B] [/B] This - as a core mechanic - is vital to get right. So we'll continue playtesting until we do. For now, you feel that too many exploding dice makes things too swingy? [B] [/B] So here we have an issue. Some of the stuff you don't like is because I wanted to keep it simple to track; and yet you're already observing it's a bit complex to do. This is a conundrum - it's easy to deal with those issues, but they do add a little extra complexity to a mechanic you already feel is too complex. so, for sure, every one of those points is trivially easy to fix; it's just whether it's worth it or not. Your feeling? I'm really glad it works as intended! That's exactly what it's supposed to do. The 90-degree thing is, sadly, the simple version of what was there before. Noted. Grenades broken; need work! Will do! Thanks! So, again, this is where playtesting feedback is useful. What looks good on paper may not play out as expected, and this is one example. So would you say that not doubling them feels about right? [/QUOTE]
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