
(04-23-2016, 04:54 AM)Valence Wrote: I have had the occasion to try it the last week on a trial event I ran, and it works very well. Of course I 'dumbed' it down a bit so that folks don't get too terrorized by all those sheets and numbers (especially the non tabletop people and total neophytes)... And so, actually, even without the stacking system (stacks, etc), the AP regen, the thing is pretty solid! What I liked with that is that you can remove stuff or add stuff pretty easily and adapt it and it still works nice.
Then of course since it was kind of like a tutorial for everyone it felt like the amount of HP for playable characters was colossal, but then again, I bet you can make other mobs more lethal... Especially if we also start to deal in AoEs and the likes... But yeah, I may feel the thing is not lethal enough, for example if you put 2 characters against each other. You might need more than 8-10 turns to finish it. It takes time. Well then again, I guess it's a matter of preferences and I might reduce it a little on the freelancer base the next time since our group mostly plays average characters/mercs after all.
Would also love a better way to swap stances on the character sheets but I can't think of one sadly... I guess it's the limits of the googledocs sheets (though those still perform outstandingly well in the end).
I may have noticed a few things that seemed a bit weird to me in terms of balance, maybe, but that's rather minor... For example, maybe it's actually what was desired behind, but what is the point for a character to use Grit as a DRK if he also has the defensive stance that outperforms it in every way? Maybe it's the idea though? I don't remember every little thing like that I spotted like that sadly though... Not that much in any case.
Mh also, more on a personal feedback and tastes, I find that the general magic categories are way too encompassing in terms of magic, even if you have to take all the levels up to compensate... So I like to play it a bit differently here and I split them all into magical disciplines the same way they are already for example for enfeebling magic, protective/supportive magic, healing magic, etc. I basically just broke down the Magic lvl1, 2, 3 into elemental magic basically, getting rid of all the redundancies found in those containers to let them specific to their own categories (so basically magic becomes elemental magic and the rest disappears and gets back to their own, like lore, enfeebling, etc etc). I find it a bit better to make distinctions between thaumaturges and conjurers, even if in technical lore they should have access to the same kind of spell arsenal... It allows me to introduce the schools of thoughts that they are taught and that way the only thing they really share most of the time is elemental magic... Also of course, those characters that want to be conjurers and still deal in enfeebling magic rather than supportive, can! And vice versa for thaumaturges that want to support/heal. The basic set remains elemental magic and you can build around that.
So yeah, personal taste mostly. I think both ways work fine to me.
I also found a way to simulate a little the differences in terms of character power and experience. Some characters are very green while others are grizzled. So my take on that was to get the magic levels (1, 2, 3...) as an example for everything, and apply it to every commands: for example, I can have healing lvl1, lvl2 and lvl3. I just weed out all the biggest and nastiest stuff for lvl1 characters, like, a lvl 1 character will only have access to cure and not cura/curaga. A lvl 2 will have access to cura, but not curaga, etc.
Again, personal take on it... And that's what I like with the system: you can modulate your own stuff.
I will try to give more feedback the next time I use it since I have only had the time for now to do a few turns of combat...
Thank you for all that! I will try to figure out a good way to break up the magic, cause I tend to agree with you that there is a lot for one set. An idea that comes to mind is to change the levels and schools into points, so say enfeebling 1 would be 1 point set, while enfeebling 2 costs 3. Can assign each level of magic, say, magic lv.1 gets 3 points to speed on school lists, 2 gets like 6, etc etc. How does that sound as a quick thought?
The issues for Grit and all that is that as designed right now, the commands sets are defaulted to the one assign with the job if they pick a job. So there are better defensive moves than Grit if they pick another skill set, but some people may not want to, and may want to stick with grit as is. Grit does cause you to do a lot less damage when you act, but some may be fine with that. Some may want a better one. It's mostly to make sure there are plenty of options available for everyone.
The HP was a result of not enough originally! People we killing each other in 3-4 turns, but with more feedback I will adjust to what the majority thinks.
But I am glad you are enjoying it!