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Posted By: Mike HolmesSounds great! Any time the players are clamoring about playing the next time, I think that says a lot about how much fun they had.
Posted By: Mike HolmesOh, Czege Principle is the one you're looking for. Where players create their own adversity and resolve it (Lumpley is about the definition of system).
Posted By: Mike HolmesI'd really love to hear how this works for other groups.
Posted By: Mike HolmesQuestion: When you did the "Cloverfield Maneuver" crossing from tower to tower, was that handled as an obstacle? Generally speaking it sounds like you engaged the system quite a lot. Is that impression accurate?
Posted By: MPOSullivanWe got into a good, chunky three hour playtest of the game, some one-on-one stuff.
Holy wow! I knew Dan talked about playing it sometime, but I didn't realize he meant quite so quickly. :)
Thanks for the notes. I'll try taking each point separately.Posted By: MPOSullivanIn our game we would often get into social combats. I spent a lot of time trying to convince other characters of the greatness of my own, Sir Geralt Devonshire. We wound up treating these just like regular combats but with no long-lasting repercussions (i.e.: death).
Posted By: MPOSullivanWe also got into plenty of regular old combats when NPCs didn't recognize how great Sir Geralt actually was. Through these combats I noted that it wasn't terribly useful to just go for a regular attack. Skill damage was so much more useful. It decreases your opponent's ability to attack you and, if enough skill damage is done, removes him from the fight entirely. Also, it's easier to do a skill attack than it is a regular one. The presence of both killing damage and skill damage felt redundant.
Posted By: MPOSullivanSir Geralt, despite being the greatest Knight of the entire land, failed. A lot. My strongest attribute, which was above average, was a five. Meaning that should I be attacking someone with my sword skill I have only a fifty percent chance of succeeding on every attempt.
Posted By: MPOSullivanDan wanted mooks. He just wanted little guys that worked together and equalled out to a level two or four opponent. Just a notice of something you might want to think of including. Or do you think mooks don't fit?
Posted By: MPOSullivanAlso, just a note from another playtesting guy, you should boil up character sheets that have all of the relevant abilities and combat options that the players have on them. ... The tactical abilities in the game are really interesting, but I wanted an easy way to reference them.
Posted By: Mike HolmesI think Michael is saying, and I think he's got a point, that having to take an action to get out of the fight, and then another to recover, is simply too costly to make recovery often effective.
Posted By: Mike HolmesWhat's interesting is that both sides might choose to recover inside the fight, and then you get the cool narration of circling each other.
Posted By: Mike HolmesThis leads me to an observation about recovery. I always hate it when I am penalized in recovery for having high levels of ability. Why does a "Cure Light Wounds" help that first level guy proportionally so much more than me when I'm tenth level? Balance? OK, but it doesn't make a lot of sense.
Posted By: Mike HolmesGenerally speaking, how much lattitude to characters have in ability use, and changing them? What if, instead of resting, while I'm circling you, I'm actually using my tactics skill to try to find an opening (represented by advantage shift)?
Posted By: Mike HolmesWhat if, my agility having been reduced to nothing, I decided to fall back on trying to convince my opponents that they ought to join my side!
Posted By: Mike HolmesCan you switch tactics in a fight, such that you can use other stats? If so, then the skill damage becomes more pressurizing, and less a winning move. Maybe I can prevent physical harm, but then I might be subject to being convinced to stop attacking with words?
Posted By: Mike HolmesI'm not seeing how Michael's use of FUDGE dice solved his problem... didn't he still whif close to 50% of the time? (The bell curve on fudge dice only slants things slightly to zero in the overall curve). In any case, a rough, but simple solution to this, is to roll two dice, and take the lowest.
Posted By: Mike HolmesHmm.... you're thinking of recovery as a physical thing... I can do something mental while I recover physical stats. But... if I'm fighting, I'm not using my mental ability... doesn't that imply that I should be able to recover those? Basically every character gets to recover one stat (at half or whatever) each turn, so long as he's not currently using it?
Posted By: Mike HolmesThat seems elegant. How about the player can forgo the roll, and get a full recovery of one stat? The half-recovery only occurs if the character also does something else.
Posted By: Mike HolmesYes, definitely killing damage needs to have the character out of conflict to resolve. This is to make it a more important goal. But I fear that it makes stat damage too weak.
Posted By: Mike HolmesAgain, what if you have long-term and short-term stat damage? That is, whenever you recover in a fight, you can only at best recover up to stat -1 (that one irreparable point representing longer lasting effects of the damage). To get back that last point, like healing killing damage, you have to get out of the conflict, and have some ability that can take care of that damage.
Posted By: Mike HolmesThe issue now with "switching tactics" is that as you have it... is there ever any reason for a character to use anything but his highest ability? Is there any penalty for using words in a sword-fight? Or for trying to use a sword in an debate? Are certain goals only achievable with certain abities?
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