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Playtest Feedback: Personal Combat
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<blockquote data-quote="LucasC" data-source="post: 6254197" data-attributes="member: 6762606"><p>For <strong>simplicities sake only</strong> I prefer the 1-cost movement option for diagonals. I know this is an important decision to some people though. I’m just not among them. </p><p> </p><p></p><p>I can see how the d6s limit this. Maybe more diversity in damage types coupled w/more diversity in SOAK in the armor? That could begin to feel like differentiation. </p><p> </p><p></p><p></p><p>Well, our guys didn’t go long at all before they had Emergency First Aid applied. I do recall that one of them with an END 4 happened to drop two 6’s on the first round. But I don’t have a good feel for whether this will be too long/short right now. </p><p> </p><p></p><p>I’ll be introducing PSI to the game in a few weeks and that could make a difference. I’m a little stumped on other options myself. </p><p> </p><p></p><p></p><p>My gut reaction says they are self-rewarding and therefore maybe too much. A guy with a 2d6 pool actually needs the exploders more than the fellow with 6d6 but he’s gonna get them a lot less. So the powerful become more powerful and the weak stay weak. Gotta keep at it in play though. </p><p></p><p> </p><p>Sometimes complexity isn’t bad, sometimes it is. Personally, I’d prefer it to remain stacking dice rather than a static 1d6. That is not going to drive people to move around nearly as much. </p><p></p><p>The question of applying when not being shot on is a little more sticky, because then your tracking the number against each individual combatant. </p><p>One thing the guys tossed out was starting this clock after I get shot at – by anyone – and resetting it when I move or after I go a round or two w/out getting shot at. </p><p> </p><p></p><p>One possibility would be to drop it to simply being across from the target. I dunno, I am sure if I stick w/the 90 degree thing I’ll pick it up eventually. </p><p>[ATTACH]60442[/ATTACH]</p><p> </p><p></p><p></p><p></p><p>I did think the straight-damage felt good.</p></blockquote><p></p>
[QUOTE="LucasC, post: 6254197, member: 6762606"] For [B]simplicities sake only[/B] I prefer the 1-cost movement option for diagonals. I know this is an important decision to some people though. I’m just not among them. I can see how the d6s limit this. Maybe more diversity in damage types coupled w/more diversity in SOAK in the armor? That could begin to feel like differentiation. Well, our guys didn’t go long at all before they had Emergency First Aid applied. I do recall that one of them with an END 4 happened to drop two 6’s on the first round. But I don’t have a good feel for whether this will be too long/short right now. I’ll be introducing PSI to the game in a few weeks and that could make a difference. I’m a little stumped on other options myself. My gut reaction says they are self-rewarding and therefore maybe too much. A guy with a 2d6 pool actually needs the exploders more than the fellow with 6d6 but he’s gonna get them a lot less. So the powerful become more powerful and the weak stay weak. Gotta keep at it in play though. Sometimes complexity isn’t bad, sometimes it is. Personally, I’d prefer it to remain stacking dice rather than a static 1d6. That is not going to drive people to move around nearly as much. The question of applying when not being shot on is a little more sticky, because then your tracking the number against each individual combatant. One thing the guys tossed out was starting this clock after I get shot at – by anyone – and resetting it when I move or after I go a round or two w/out getting shot at. One possibility would be to drop it to simply being across from the target. I dunno, I am sure if I stick w/the 90 degree thing I’ll pick it up eventually. [ATTACH=CONFIG]60442._xfImport[/ATTACH] I did think the straight-damage felt good. [/QUOTE]
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