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(YB3) Prelimary Rules (Comments and Criticism Wanted Please?)
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<blockquote data-quote="Phoenix8008" data-source="post: 1368749" data-attributes="member: 211"><p>Kal, I think this all looks pretty good already and doesn't need much modification. Obviously, most of these powers have already been playtested in the older YB versions since most of them are just like previous powers. Those that aren't the same are mostly clarifications which make the game more interesting and balanced (like damages for the round being added to or subtracted from by various powers).</p><p> </p><p>For the most part, I don't see any need to change much. As long as it stays this well organized for the later tiers as they are added, then I'd be fine with starting this as is. Except for the fact that some of the powers (Connections, for instance) depend on things like Artifacts and the Shop which haven't been finalized yet. Although I notice in one power description that you mentioned Artifacts getting drawbacks of some sort. This sounds interesting and I'd like to hear more of this idea if you have any of it fleshed out.</p><p> </p><p>I say that this system is all but ready to play as is. That doesn't mean that it is the best system I could imagine. But what I lean more towards is more like the ala carte power selection of YBA. That's just me though, and YBA will always be there to play seperately. The stuff you've come up with on your own is astounding and well deserves to be the next YB system in my opinion. Much as I'd like the more open power choosing method, it just isn't what YB has always been. So I vote that this system get going as is once we have worked out some artifact and shop rules.</p><p> </p><p>Any other opinions? Rathan maybe since we know you haven't given up on the game...</p></blockquote><p></p>
[QUOTE="Phoenix8008, post: 1368749, member: 211"] Kal, I think this all looks pretty good already and doesn't need much modification. Obviously, most of these powers have already been playtested in the older YB versions since most of them are just like previous powers. Those that aren't the same are mostly clarifications which make the game more interesting and balanced (like damages for the round being added to or subtracted from by various powers). For the most part, I don't see any need to change much. As long as it stays this well organized for the later tiers as they are added, then I'd be fine with starting this as is. Except for the fact that some of the powers (Connections, for instance) depend on things like Artifacts and the Shop which haven't been finalized yet. Although I notice in one power description that you mentioned Artifacts getting drawbacks of some sort. This sounds interesting and I'd like to hear more of this idea if you have any of it fleshed out. I say that this system is all but ready to play as is. That doesn't mean that it is the best system I could imagine. But what I lean more towards is more like the ala carte power selection of YBA. That's just me though, and YBA will always be there to play seperately. The stuff you've come up with on your own is astounding and well deserves to be the next YB system in my opinion. Much as I'd like the more open power choosing method, it just isn't what YB has always been. So I vote that this system get going as is once we have worked out some artifact and shop rules. Any other opinions? Rathan maybe since we know you haven't given up on the game... [/QUOTE]
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