Some really good observations here! I hope GG and team can look up from the final release and double check that these are addressed in SOME way at least! Being an inveterate nit picker the following wall of text includes my counter comments..
nexusphere wrote:
What follows is a long list of thoughts coming up during play and play-testing:
Major Issues:
[*]Fumbles! Apparently if you are a fighter, who's job is fighting and killing things in armor, then not only will you fumble much more then the other classes (because you are attacking more) but your fumbles are more severe because you are in heavy armor.
No you will fumble as often as anybody else. IE on a 1. Only if ALL the other players of any class somehow kick back and just watch during a fight could this be ever true! The severity due to armor is a fair point I agree. But there had to be some reason Conan never used any significant armor!
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[*]The thought of a fifth level fighter rolling a 1 on his attack die, bothers me even with the addition of damage. The fact that average on a d7 is 4 with the chance of it being 1 for a fifth level fighter still seems low. Also, what happens at level 8? 10? Is the fighter capping out rolling a d12? That's some pretty wild variance for the guy who's supposedly best at fighting.
One mans bug is another "feature" I guess. Even if you get a 1 on your d12 (or whatever) thats 1 more than anybody else of the same level is getting in combat
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[*]Why would you *ever* *ever* spend luck before a roll.
Beats me! Now if you got DOUBLE value for a luck point spent before the fact then I could see it happening rarely. But as it is now this rule needs a LOT more work or it will only ever be used post action.
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[*]As cool as I think this system is, the extreme randomness of character creation + funnel, and the lack of player control over their character (from corruptions, etc.) make for fun one-offs, but cause serious misgivings about using the system for campaign play. Is anyone running a six month campaign with this? How is that working out? Did you have any spell-casters reach mid levels that used spells?
As the beta aint been out 6 months yet I guess only the in house playtest has been going on 6+ months. My games been going for a month just about and so far the novelty of the unlikely hero hasn't worn off yet for us. Folks are quite attached to their "misfits" that several of them openly state they would NEVER have played had the dice not dropped them as they did. A low stat has forced my players into greater RP and creativity to get around or mitigate this disability. So I think its a great game feature!
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[*]Characters are effectively invulnerable after hitting level 1. First, they have to be reduced to 0 hit points. Then they have to be ignored by every party member for a number of rounds equal to their level. Then, they *still* have a better than average chance of being alive. It makes it feel a little cartoonish at times - the opposite of old school/deadly.
I agree on this one, however I can't actually see a reference to the Roll over the body rule NOT applying to 0 Level Characters. Yes they have no bleed out time but could somebody (at last!) show me where they can't be revived (possibly) by a roll over...?
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[*]The "Be creative with deeds" and "Here are a list of specific effects for specific kind of deeds" are directly at odds. One reason I enjoy old school games is that I'm not going to get into rules arguments with players about the 'rules' and I'm certainly not going to reference an effects table for a character ability during play. Should I just photocopy this section and hand it out to the player, so they can tell me the effect of the deed?
Amen and AMEN to this one! If they had left it at just the brief examples in the warriors section then we would have been OK I guess as it stands. The whole section on examles? Nah just an extra set of rules to be looked up and abused. The Concept is great the execution (pun intended) failed.
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[*]Why would you ever not declare a deed?
I have yet to see my play test group warrior EVER declare a deed ROFLMAO! I dunno if he keeps forgetting or is just not good at creatively picturing a warrior move but so far..!?
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[*]Spells in the beta document make no sense. Can you learn a spell between levels? How many can you prepare? Each once?
They make enough sense to me. Yes you can learn them between levels but you have a maximum in memory each day, but you can only prepare one copy of each per day. At least it seems that is what the rules say to me? Opinions please?
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[*]Luck? So having the birth-sign makes you bad at something? Until you earn enough luck to be good at it? If thieves and halflings always regenerate luck and they gain 1 or 2 per session, how do they not end up with luck totals in the 30+
Great point! Though it has been thrashed out somewhat at length elsewhere on these forums. What Mr G's final take will be on it I dunno but he's had a lot of weighty feedback on this subject! Personally I hope Thieves and Halflings CANNOT get added luck so they do not become uber luck monsters. Other classes should get the 1-2 points per adventure but only upto 18 IMOHO
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[*]Why are there no options for druid ranger types? No animal friendship? No animal companions? I play with a lot of girls, so these things are deal-breakers.
I have a neo Ranger in my group right now! Basically its a creativly played Animal herder that became a cleric. The ranger like quality of this character is superior to most class based rangers I have seen in 20+ years of ROle playing!!
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[*]The differences between weapons (mace? warhammer?) seem pointless. Either make them all do 1d6, or do some pathfinder style weapon balancing.
Totally agree with this one. Bows and especially crossbows are waaay underpowered. The melee weapons need seperating out a bit somehow but how? I have an idea but thats not applicable here.
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[*]There are a ton of edge case, specific rules, that are interesting but difficult to keep straight after years of playing Dungeons & Dragons. Some clarification or collection of these would be useful. I am referring to Strength less than 5, 2-handers having an initiative penalty.
Yep! Much streamlining to do here!
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[*]It's unclear from the beta how experience points are acquired.
I would have loved a few guides on whats a good XP handout per level of an adventure myself as well! So far the Xp table seem to be about half those of AD&D so thats how I am trying to do it. Take XP values from the MM or DMG and halve them...?
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[*]Over a campaign you will see a lot of repetition in the mercurial magic table.
Yes indeedy! But I got the impression that the rules are to inspire you to make up your own Mercurials as your game developes..
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[*]How can the spell fumble table options for 'rain' not include frogs?
Absolutly! This is an unforgivable error! (Totally serious here) If you gonna include this stuff lets hit all the buttons at least!!!
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Again, I know the above seems negative, but we did have a lot of fun playing.
No you were not negative unduly you had thought about your reactions and articulated your impressions in a mature detailed matter. Thank God for folks ACTUALLY Play TESTING like this Sir! My hats off to you!