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Session Notes and System Thoughts: N.E.W. Playtest August
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<blockquote data-quote="Pixel" data-source="post: 6402761" data-attributes="member: 6781460"><p>There was some idea/concept we discuss that I was supposed to explain, but I can't remember what right now.</p><p></p><p>As for my feelings on the system: I love it! But we did run into a fair few problems during our game, and I feel our meager 2 combats aren't really representative for the system as a whole as our first combat was filled with fairly powerful enemies (don't know if on purpose) and was resolved by a story moment, and our second combat was out in the open, with few fairly weak enemies. We also made a whole lot of rules mistakes, and some we never got around to correct, that changed how the combat worked. Then there was the matter of expectations: I think some people more or less expected the 'standard' stand-out-in-the-open-and-kill-stuff straight forward fantasy combat. </p><p></p><p>Concerning the over-watch/suppress system; I think it's a cool little tactical feature, that has been fairly misjudged by the group, and something I'd suggest would be changing the name of suppression to covering fire, and add a new suppress feature that only suppresses 1 person, but gives an attack on the person, if that person in anyway takes an action that would make become un-blocked in some way (they shoot, move or something alike), and that would still cost 2 actions but reduce your cover by 1d6 (as you are constantly shoot at a single target). That would effectively shotdown a single enemy, protecting the entire party from him, but he can be "saved" by someone providing him with covering fire, which he then uses to move to a different piece of cover (x minimum distance away perhaps), or by moving while blocked.</p><p></p><p>I most admit that I love the vulnerability provided by the system, that you feel like you should actually be careful and try to plan ahead to get the upperhand in the system (and that the system really allows for that with the crossfires and alike), so now I somewhat regret having such a sturdy character as the one I have. Also is it right that if I feint in my turn, I can't use protector? and can I use protector more than once each round?</p><p></p><p>There are still a few things I think needs clarification in the rules, and a few things that needs polishing. I'm fully aware that it's still a playtest though, and this is the exact reason for it to be a playtest ^^ </p><p></p><p>One of our members managed to record the entire thing, included our debates and brainstorms, so it's just a question of time, before that should be available, if you should want to listen in on our misguided session ^^</p><p></p><p>keep up the good work! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Pixel, post: 6402761, member: 6781460"] There was some idea/concept we discuss that I was supposed to explain, but I can't remember what right now. As for my feelings on the system: I love it! But we did run into a fair few problems during our game, and I feel our meager 2 combats aren't really representative for the system as a whole as our first combat was filled with fairly powerful enemies (don't know if on purpose) and was resolved by a story moment, and our second combat was out in the open, with few fairly weak enemies. We also made a whole lot of rules mistakes, and some we never got around to correct, that changed how the combat worked. Then there was the matter of expectations: I think some people more or less expected the 'standard' stand-out-in-the-open-and-kill-stuff straight forward fantasy combat. Concerning the over-watch/suppress system; I think it's a cool little tactical feature, that has been fairly misjudged by the group, and something I'd suggest would be changing the name of suppression to covering fire, and add a new suppress feature that only suppresses 1 person, but gives an attack on the person, if that person in anyway takes an action that would make become un-blocked in some way (they shoot, move or something alike), and that would still cost 2 actions but reduce your cover by 1d6 (as you are constantly shoot at a single target). That would effectively shotdown a single enemy, protecting the entire party from him, but he can be "saved" by someone providing him with covering fire, which he then uses to move to a different piece of cover (x minimum distance away perhaps), or by moving while blocked. I most admit that I love the vulnerability provided by the system, that you feel like you should actually be careful and try to plan ahead to get the upperhand in the system (and that the system really allows for that with the crossfires and alike), so now I somewhat regret having such a sturdy character as the one I have. Also is it right that if I feint in my turn, I can't use protector? and can I use protector more than once each round? There are still a few things I think needs clarification in the rules, and a few things that needs polishing. I'm fully aware that it's still a playtest though, and this is the exact reason for it to be a playtest ^^ One of our members managed to record the entire thing, included our debates and brainstorms, so it's just a question of time, before that should be available, if you should want to listen in on our misguided session ^^ keep up the good work! :) [/QUOTE]
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