Statistics:Posted by Uli — Wed Mar 01, 2017 4:45 pm
Statistics:Posted by etherial — Wed Mar 01, 2017 2:57 pm
Statistics:Posted by etherial — Wed Mar 01, 2017 11:34 am
Statistics:Posted by Uli — Tue Feb 28, 2017 10:29 pm
Statistics:Posted by Slimcreeper — Tue Feb 28, 2017 6:41 pm
Statistics:Posted by ragbasti — Tue Feb 28, 2017 4:15 pm
Statistics:Posted by Uli — Tue Feb 28, 2017 1:40 pm
Statistics:Posted by Tattered Rags — Tue Feb 28, 2017 12:22 pm
This very slightly increases the number of dice rolls in my sessions. However, the close combat specialists (currently the troll troubadour...) already skilled, uh, talented Avoid Blow high enough that they would conceivably try to avoid almost any attack anyway even without the reduced strain. And being able to risk two to three fights is a good thing in my book.This doesn't speed up the game, it slows it down.
I run games with very little competition and a more cooperative narration style between me and the players. I generally don't kill PCs without consent and I tend to reward players' initiative with few dice rolling. I want my players to succeed and since I only play with a select group of cool gamers (tm), we have a solid group contract about what flies or rather feels narratively good.You've also trivialized the idea of Karma . . .
Good point, yet irrelevant to me. Even before my house rules, which I started to implement with the very appreciated 3rd edition, I never used the monstrous demon karma points. It was never necessary to play their resources in the hardest way possible to create an atmosphere of challenge and threat.If you stack on their Step ~10 Karma on top of that, you're going to pulp your players.
That balance was IMO hugely skewed from the beginning. So I have little care to reduce the importance of racial karma modifiers. The karma strong races always felt overpowered (except maybe orks), so it not just saves everyone the notetaking, it nerfs the damn humans and windlings.Races have different Karma modifiers, meaning that at higher Circles, some races have significantly more Karma than others.
In my experience, the stakes of game mechanical limitations inspire less enjoyment in my groups than our verbal cooperative creation of dramatic scenes. Limits rarely appeal to me and I stress again that my group mostly shares my approach.Strain is meant to be a limiter, which helps build drama, and you've lost that.
Statistics:Posted by Uli — Tue Feb 28, 2017 11:57 am
Statistics:Posted by Lys — Mon Feb 27, 2017 11:57 pm
I'm guessing that you're starting at low circle. At low circle, you're giving as much as a 50% increase to every single Talent test - a Step ~7 step immediately goes to ~11. Seems like this would completely destroy your ability to balance enemies against it to provide a challenge while not insta-killing your players on hit. I see a huge problem with your avoidance Talents (Avoid Blow, Steel thought, Resist Taunt) - the Step on these significantly outpace the enemy's attack Step, potentially making the players untouchable except do to dice randomness. As you move into higher circles, you may end up giving as much as a 100% increase to Talents, depending on how some of the Discipline bonuses line up.
Your mention of Karma modifier points out a separate good point: giving your full Karma bonus to every applicable test destroys one of the balance pillars designed into the system. Races have different Karma modifiers, meaning that at higher Circles, some races have significantly more Karma than others. That's a trade off for other benefits the race receives. These Karma changes complete throw that balance out.
This has trivialized a high design space and made some Disciplines that are already fairly strong way too strong. Strain is meant to be a limiter, which helps build drama, and you've lost that. Again, more than anything, I'm pointing at the avoidance Talents - when you can just avoid everything, you'd try to avoid everything. Also, again, I'm assuming that you're extending this to enemies. Seems like battles would drag on forever.Uli wrote: ↑Mon Feb 27, 2017 3:46 pm3) All strain is reduced by one. => No one dies/faints from dodging (or holding threads ) which was always weird to me and talents can be used basically all the time. Strong talents like Riposte still hurt a bit however. This streamlines the game and makes adepts more remarkable again.
Statistics:Posted by The Undying — Mon Feb 27, 2017 10:13 pm
Statistics:Posted by Jason — Mon Feb 27, 2017 9:26 pm
Statistics:Posted by Uli — Mon Feb 27, 2017 3:46 pm