Test results.
The play test Saturday was very helpful.
These adjustments, following some discussion, were a result:
1) Agility was toned down a bit. 'To-hit' modifiers were pulled out. Off-hand modifiers were increased a step. (Dave wasn't playing with a -1 on-hand modifier that he should have).
2) Strength damage was toned down one step.
3) Attributes cannot be bought up upon creation. Dave showed a potential problem here. However, his attribute spending was inflated by a point.
4) Hedge dweomercraft is cheaper, both in skill points (now 3 for 2) and in time-to-make spells. -It makes good sense.
5) Feint and Last stand have been converted to abilities. -They don't make sense as profs, and break the spirit of the separation.
6) Movement while casting/attacking is now clarified. You cannot move away after a spell or attack. You can move 1/10 your move before casting/attacking, however. Goddamn tricky players....
7) Weapon Mastery now goes: (+1, +1); (+2, +1); (+3, +2); (+4, +2); (+5, +3).
8) A few Hedge spells were buffed. True strike has been altered.
9) No non-proficient healing checks.
10) Ambidextrous is now +0, -1.
11) Strength damage modifiers apply to melee attacks only.
Thanks for the testing: Rob, Dave and Ed. DMing is hard. I like playing more.
Rob, Ed and I made a Hedge Mage after you left. We gave him quickdraw, armor use I, and an extra spell. He had 3 spells, leather and a bastard sword, and could kick Vrill's ass. -We think a hedge mage is best when he augments his own fighting ability. Cast double on himself, and/or klutz on your opponent, and go to work.
Dave, thanks for pointing out the creation ability-attribute trick.
Ed and I also realized that taking 'to-hit' out of agility is a good thing. Weapon mastery can get you to +4, and calculated strike, and pause and study can get you even farther. -This gives an avenue for mundanes to excel with their extra points. Also, we reduced the weapon mastery damage some as strength can make up the difference. (You can get up to +7 dam with 20 STR and WM V, -not to mention magic weapons). -We also think it makes sense.
I need advice about the whole moving thing ( no. 6), however. I think it should be very simple. I hate yo-yoing combats.
Thoughts?
These adjustments, following some discussion, were a result:
1) Agility was toned down a bit. 'To-hit' modifiers were pulled out. Off-hand modifiers were increased a step. (Dave wasn't playing with a -1 on-hand modifier that he should have).
2) Strength damage was toned down one step.
3) Attributes cannot be bought up upon creation. Dave showed a potential problem here. However, his attribute spending was inflated by a point.
4) Hedge dweomercraft is cheaper, both in skill points (now 3 for 2) and in time-to-make spells. -It makes good sense.
5) Feint and Last stand have been converted to abilities. -They don't make sense as profs, and break the spirit of the separation.
6) Movement while casting/attacking is now clarified. You cannot move away after a spell or attack. You can move 1/10 your move before casting/attacking, however. Goddamn tricky players....
7) Weapon Mastery now goes: (+1, +1); (+2, +1); (+3, +2); (+4, +2); (+5, +3).
8) A few Hedge spells were buffed. True strike has been altered.
9) No non-proficient healing checks.
10) Ambidextrous is now +0, -1.
11) Strength damage modifiers apply to melee attacks only.
Thanks for the testing: Rob, Dave and Ed. DMing is hard. I like playing more.
Rob, Ed and I made a Hedge Mage after you left. We gave him quickdraw, armor use I, and an extra spell. He had 3 spells, leather and a bastard sword, and could kick Vrill's ass. -We think a hedge mage is best when he augments his own fighting ability. Cast double on himself, and/or klutz on your opponent, and go to work.
Dave, thanks for pointing out the creation ability-attribute trick.
Ed and I also realized that taking 'to-hit' out of agility is a good thing. Weapon mastery can get you to +4, and calculated strike, and pause and study can get you even farther. -This gives an avenue for mundanes to excel with their extra points. Also, we reduced the weapon mastery damage some as strength can make up the difference. (You can get up to +7 dam with 20 STR and WM V, -not to mention magic weapons). -We also think it makes sense.
I need advice about the whole moving thing ( no. 6), however. I think it should be very simple. I hate yo-yoing combats.
Thoughts?
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