
A few points:
1. The text assumes that the default amount of hits for a boss monster is 10, but this number may vary by the amount of players present. This, then, presumes that not only is there a default for a boss, but a default number of players. Exactly how many should be present, and how should the number be adjusted if there are more or fewer players than that assumed number?
2. The lack of concrete examples for elements outside of the egis and the summons makes a great deal of the material very vague. What would you provide, say, as an example of an appropriate limit break based on past experience?Â
This is also true for the various character abilities that players are assumed to possess. From what I can gather from reading the text, you're assuming that players will have access to in-game abilities. Not everybody will IC of course, but that's fine, that's their choice. However, without examples of how you've seen these abilities used in events, or suggestions for how to use specific abilities, players may find themselves stumped, or DMs using these rules may be at a loss for how to gauge how effective something should be.
3. I note that HP varies by class - Specifically, healers and the pet classes having less of it than melee. That's a simple abstraction, but having that abstraction may mean complaints from players using tank classes, frustrated that they can take only as many hits as any other class. Variant HP values tend to be an all-or-nothing proposition - either all categories vary, or none of them do.
Overall I think this is a really good start to a developed system, but it feels like a lot of the rules are still unexpressed, or at least that it's relying on the DM and players to fill the gaps. That's fine, and they can certainly do that, but having some more specific examples to help them do that would be very useful.
1. The text assumes that the default amount of hits for a boss monster is 10, but this number may vary by the amount of players present. This, then, presumes that not only is there a default for a boss, but a default number of players. Exactly how many should be present, and how should the number be adjusted if there are more or fewer players than that assumed number?
2. The lack of concrete examples for elements outside of the egis and the summons makes a great deal of the material very vague. What would you provide, say, as an example of an appropriate limit break based on past experience?Â
This is also true for the various character abilities that players are assumed to possess. From what I can gather from reading the text, you're assuming that players will have access to in-game abilities. Not everybody will IC of course, but that's fine, that's their choice. However, without examples of how you've seen these abilities used in events, or suggestions for how to use specific abilities, players may find themselves stumped, or DMs using these rules may be at a loss for how to gauge how effective something should be.
3. I note that HP varies by class - Specifically, healers and the pet classes having less of it than melee. That's a simple abstraction, but having that abstraction may mean complaints from players using tank classes, frustrated that they can take only as many hits as any other class. Variant HP values tend to be an all-or-nothing proposition - either all categories vary, or none of them do.
Overall I think this is a really good start to a developed system, but it feels like a lot of the rules are still unexpressed, or at least that it's relying on the DM and players to fill the gaps. That's fine, and they can certainly do that, but having some more specific examples to help them do that would be very useful.
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Current Fate-14 Storyline:Â Merchant, Marine
Current Fate-14 Storyline:Â Merchant, Marine