Hi all, I wanted to get some feedback on a few areas we're looking at addressing in future updates (Update #1 just went up as a note). Don't feel this is all we're looking at of course though.
Character Generation: Several testers have suggested lowering the overall starting characteristics and increasing the starting experience points. We’d like folks to try starting with 20 rather than 25 for generating characteristics, with the points allocation system using a base 25 (+ characteristics at 30, – ones at 20). Players can also increase their starting xp to 600. Try these out and let us know how it goes.
Adeptus Arbites: We’re thinking of change their starting talents to include both Shock and Solid Projectile Weapon Training. Try this out and let us know if it’s making new Arbitrators too powerful, especially in early games.
Some possible Role changes:
- Change Assassin Role Aptitudes to Agility, Ballistic Skill or Weapon Skill, Fieldcraft, Finesse, Perception
- Change Assassin Role Bonus to Sure Kill: In addition to the normal uses of Fate points (see page 245), an Assassin who inflicts damage in an attack can spend a Fate point to add his degrees of success to the damage inflicted.
- Change Chirugeon to Fieldcraft, Intelligence, Knowledge, Strength, Toughness
- Change Chirurgeon Role bonus: Dedicated Healer: In addition to the normal uses of Fate points (see page 245), when a Chirurgeon character fails in a test to provide First Aid, he spend one Fate point to automatically succeed with the degrees of success equal to his Intelligence bonus.
Untouchables and Evasion are areas we’re strongly looking over as a note. More to come on those.
A very big thanks to everyone who has participated in the testing, especially those who've emailed in their game reports.
-Tim