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Second Playtest-- Full Combat feedback
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<blockquote data-quote="Peter Holland" data-source="post: 6279854" data-attributes="member: 6775079"><p>1) basically nothing positive to say, here are our notes:</p><p></p><ol> <li data-xf-list-type="ol">Melee combat- completely lacklustre it MUST have full rules, including shooting into combat. Lots of skills and weapons for it, but nothing actually fun about it. e.g. boarding on space combat?</li> <li data-xf-list-type="ol">Melee combat 2- If I have STR 4 and Unarmed 4, I roll 7 dice to attack and 5 dice for damage- this is better than any ranged weapon.</li> <li data-xf-list-type="ol">High AGI characters- can't hit themselves with shooting, they are invincible. At higher XP they cannot fail to miss either.</li> <li data-xf-list-type="ol">Basic Defence Calc- makes it almost impossible for non-combatants to actually hit even with aiming etc.</li> <li data-xf-list-type="ol">Need for a Defence Skill to boost defence rather than AGI.</li> <li data-xf-list-type="ol">Variation in Movement is very excessive- high AGI characters move insane distances, others are snails who can't keep up, disjoints the flow of combat.</li> <li data-xf-list-type="ol"> Crossfire rules- as written a melee combatant can provide crossfire...</li> <li data-xf-list-type="ol">No disengaging from combat- perhaps a reduction to movement, or an action to engage or disengage (spend 1 to get out before movement, or 1 action to pin an opponent in an opposed check)</li> <li data-xf-list-type="ol">Need to be rules for shooting into combat. It is VITAL.</li> <li data-xf-list-type="ol">There are few ways to improve defence beyond stats- if you are a low AGI character then you can't actually do much about not being hit.</li> <li data-xf-list-type="ol">How do trips etc. actually work- what on earth is the 'Stat' column about?</li> <li data-xf-list-type="ol">Ranged combat tricks should be harder- eg. knockdown or disarm with a ranged weapon should be much harder than with melee weapon.</li> <li data-xf-list-type="ol">Overwatch is very powerful- potentially 6-8 attacks in a round for 2 actions?</li> <li data-xf-list-type="ol">Pinned down- doesn't work well in melee- you aren't static in a melee fight.</li> <li data-xf-list-type="ol">These rules feel really unfinished and not kickstarter ready at all.</li> <li data-xf-list-type="ol">Though the 'need lots of advantages to get hits as a starting character' might be realistic, but it makes combats long and boring. This feels like a tactical miniatures game rather than an RPG.</li> <li data-xf-list-type="ol">Luck Dice Mechanic- as a countdown works well, exploding dice less so. Pushing Your Luck as a 'countdown' type add to your pool and potentially keep a lot. This would allow for both psionic luck manipulation as well as gambler types who work well with luck.</li> </ol><p></p><p></p><p>Positives:</p><ol> <li data-xf-list-type="ol">Pinned down encouraged movement</li> </ol></blockquote><p></p>
[QUOTE="Peter Holland, post: 6279854, member: 6775079"] 1) basically nothing positive to say, here are our notes: [LIST=1] [*]Melee combat- completely lacklustre it MUST have full rules, including shooting into combat. Lots of skills and weapons for it, but nothing actually fun about it. e.g. boarding on space combat? [*]Melee combat 2- If I have STR 4 and Unarmed 4, I roll 7 dice to attack and 5 dice for damage- this is better than any ranged weapon. [*]High AGI characters- can't hit themselves with shooting, they are invincible. At higher XP they cannot fail to miss either. [*]Basic Defence Calc- makes it almost impossible for non-combatants to actually hit even with aiming etc. [*]Need for a Defence Skill to boost defence rather than AGI. [*]Variation in Movement is very excessive- high AGI characters move insane distances, others are snails who can't keep up, disjoints the flow of combat. [*] Crossfire rules- as written a melee combatant can provide crossfire... [*]No disengaging from combat- perhaps a reduction to movement, or an action to engage or disengage (spend 1 to get out before movement, or 1 action to pin an opponent in an opposed check) [*]Need to be rules for shooting into combat. It is VITAL. [*]There are few ways to improve defence beyond stats- if you are a low AGI character then you can't actually do much about not being hit. [*]How do trips etc. actually work- what on earth is the 'Stat' column about? [*]Ranged combat tricks should be harder- eg. knockdown or disarm with a ranged weapon should be much harder than with melee weapon. [*]Overwatch is very powerful- potentially 6-8 attacks in a round for 2 actions? [*]Pinned down- doesn't work well in melee- you aren't static in a melee fight. [*]These rules feel really unfinished and not kickstarter ready at all. [*]Though the 'need lots of advantages to get hits as a starting character' might be realistic, but it makes combats long and boring. This feels like a tactical miniatures game rather than an RPG. [*]Luck Dice Mechanic- as a countdown works well, exploding dice less so. Pushing Your Luck as a 'countdown' type add to your pool and potentially keep a lot. This would allow for both psionic luck manipulation as well as gambler types who work well with luck. [/LIST] Positives: [LIST=1] [*]Pinned down encouraged movement [/LIST] [/QUOTE]
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