gribble said:
That Blasted Samophlange said:
Generating 7 advantage should be almost as interesting (if not more) than just getting a hit. You can move, again, give allies a great opening, or even do something really creative.
This is something that should be embraced. "You must unlearn what you have learned.." Success isn't everything. Perhaps, sometimes, style is the better way to go for an interesting game.
This sounds great… from a certain point of view. After having read through the rules and chatted about it on the forums, I would have agreed.
However, when we actually sat down to play, both myself and my players found it pretty cumbersome. Generating and spending 7 advantage on a single successful roll is fun. Generating 3-4 advantage on several rolls across a single combat, especially when most of those rolls are failures (drastically cutting back the options for what you can spend the advantage on) turns into a bit of a chore, and really slows down the flow of the game.
I really like this game, and about 90% of how it works in play… I just want that other 10% to be smoothed out a bit, so it isn't so jarring in play.
This pretty much says it. It's one thing to sit back and tell people "Oh yeah, you just need to get used to it", but another to do that in the face of play experience where players and GMs have said "This is a problem".
If you haven't played the game (And I'm not saying you haven't, I don't know), then it's very difficult to have a feel for how the game plays, and therefore it is difficult to make informed judgments, either quantitative or qualitative, about these issues. For example, a lot of posters here have gotten up my ass for wanting to change the dice because of the the math I've produced to illustrate the problems I see with mechanics. However, they skip over reading the following fact:
I did the math in response to seeing problems at the game table!
Players were missing a lot more than we felt they "should" given their attributes and skills, even on simple tasks. We kept getting "weird" results from dice rolls. I did not go looking for theoretical problems with the dice math, I found real, tangible, empirical problems with the dice and set out to understand why it was happening to better understand how to fix it. Unfortunately, because of what the math says, I don't think there is a way to fix it appropriately without redesigning them.
As far as your comment about the devs "caving to pressure" on the Spec limit, there were real design issues that necessitated a change in how specs worked. In short, there were some major meta-gaming issues and very awkward record keeping that would have occurred if they hadn't changed the rules. I don't think they made the best choice, but I do think they eventually made a good choice that fixed it.
Anyway, the real points here are:
- Please play the game before you comment on the design. Preferably, play for upwards of 8 hrs, then re-read the book, cover to cover, THEN play for another 12-16 hrs so you can really see what the devs are trying to do.
- When you see a problem, either with RAW, patch notes, or recommended fixes, please post facts and examples instead of "I feel its fine like this", or "I don't like that I can't that I can't do this". Show us instead why it is or isn't okay.
alright </Soapbox> enough of that crap.
-WJL