A few suggestions..
Posted: Sun Oct 07, 2012 11:15 pm
Colin and I came back and had a blast. So much so that we actually pulled out the rules and tried to learn how to play. (Our names might be in the Rulebook, but that was a long time ago and our memories are failing. )
My suggestions for retooling the current rules are simple..
A ) Lower the upper end damage. Crit Attacks between 9 and 12 seemed to be the norm. If everyone has it its too good.
B ) Remove Immunities. Ive been working for the last year at CARPs to do the same. Remove Immunities. In my opinion they detract from the game and arent much fun. Its kind of like playing a video game on god mode. Its fun for a short while, but is uninspired. Resists are ok, Immunities are too much.
That leads me to..
C ) Remove Synergys. I know we worked hard on the Synergy thing, but after a while it just becomes a hassle. Things either stack or they dont. LP, AP, Damage all stack obviously. Others would not.
My suggestion is a simple perception shift. Think of the skills you buy not as a tree (Buy 1, Buy 2, Buy 3, Buy 4) but as a 'prereq' (to buy 4 I need 3, to buy 3 I need 2, to buy 2 I need 1).
Example: Im playing a Warrior/Monk. I decide to buy 2 levels into the Pikeman Discipline. Level 1 is Press, Level 2 is Vigor. Then I decide to go 2 levels into Man-at-Arms. Level 1 is Press, Level 2 is Res. Fear.
Under the current rules you would have to Buy all 4 and Press has a Synergy. (Level 1&2 in a second Discipline, and 1&2 in a 3rd Discipline)
My suggestion is you already have Press so you qualify to move forward in the discipline. (Level 1&2 in a second Discipline, and level 2 in the third discipline. [level one was effectively free])
These are maybes,
D ) Maybe (and I stress maybe) look at LPs available. For the build I came up with I had a couple of LP fueled skills, but fewer LPs available than I expected to actually fuel them with)
E ) Lifestyles. We added them so you couldnt be a Knight/Swashbuckler/Barbarian and 'duel wield 2 crush'. The system has progressed to where thats not an option anyway. Perhaps Lifestyles are no longer necessary? (Though I believe they still factor in the political game. It might be worth it to shift it to a purely political mechanic)
We had fun. Its not the little 'swing for ones' game we started with, but the Core rules, and even the Expansion are well done and present a 'complete' system.
My suggestions for retooling the current rules are simple..
A ) Lower the upper end damage. Crit Attacks between 9 and 12 seemed to be the norm. If everyone has it its too good.
B ) Remove Immunities. Ive been working for the last year at CARPs to do the same. Remove Immunities. In my opinion they detract from the game and arent much fun. Its kind of like playing a video game on god mode. Its fun for a short while, but is uninspired. Resists are ok, Immunities are too much.
That leads me to..
C ) Remove Synergys. I know we worked hard on the Synergy thing, but after a while it just becomes a hassle. Things either stack or they dont. LP, AP, Damage all stack obviously. Others would not.
My suggestion is a simple perception shift. Think of the skills you buy not as a tree (Buy 1, Buy 2, Buy 3, Buy 4) but as a 'prereq' (to buy 4 I need 3, to buy 3 I need 2, to buy 2 I need 1).
Example: Im playing a Warrior/Monk. I decide to buy 2 levels into the Pikeman Discipline. Level 1 is Press, Level 2 is Vigor. Then I decide to go 2 levels into Man-at-Arms. Level 1 is Press, Level 2 is Res. Fear.
Under the current rules you would have to Buy all 4 and Press has a Synergy. (Level 1&2 in a second Discipline, and 1&2 in a 3rd Discipline)
My suggestion is you already have Press so you qualify to move forward in the discipline. (Level 1&2 in a second Discipline, and level 2 in the third discipline. [level one was effectively free])
These are maybes,
D ) Maybe (and I stress maybe) look at LPs available. For the build I came up with I had a couple of LP fueled skills, but fewer LPs available than I expected to actually fuel them with)
E ) Lifestyles. We added them so you couldnt be a Knight/Swashbuckler/Barbarian and 'duel wield 2 crush'. The system has progressed to where thats not an option anyway. Perhaps Lifestyles are no longer necessary? (Though I believe they still factor in the political game. It might be worth it to shift it to a purely political mechanic)
We had fun. Its not the little 'swing for ones' game we started with, but the Core rules, and even the Expansion are well done and present a 'complete' system.