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Post by TM93 on Jul 14, 2016 3:48:45 GMT
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Post by ninjamh on Jul 14, 2016 13:55:55 GMT
Hi, I took some time to place boxes around the qualities and a few other things. I did not place them around any boss qualities. If you use Adobe Reader there is a draw back, you can't select the text that are boxed. The boxes are locked stamps, so in Adobe Reader it's read as that, but opened in Google the stamps are normal non-functional boxes. drive.google.com/file/d/0Bzs9ppd7ZTOCNFpJQ0NUT3NaNFE/view?usp=sharingEdit1: Use at your own discretion, I'll try to update it, place boxes for boss/negative qualities when I get the time on the weekend. Edit2: Boxes added around Boss/Negative Qualities
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Post by numemonsalesman on Jul 18, 2016 2:18:00 GMT
I just noticed a leftover from the previous version that needs fixing. On page 5, "Intelligence can also help a character figure out what someone means", should probably be removed, since Decipher Intent is a Willpower skill now. "Willpower is also linked to how well the character is able to percieve the world around them in the form of the Perception and Survival Skills." also needs fixing, since Survival runs on Intelligence now. ("Perceive" is misspelled too). I'll update this post if I spot anything else that needs tweaking.
Thanks for doin that, ninjamh, that makes it a lot easier to read.
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Post by TM93 on Jul 18, 2016 8:29:42 GMT
Well that gives me time to fix that up before I bundle everything into a single file later, thanks!
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Post by TM93 on Jul 21, 2016 17:41:50 GMT
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Post by TM93 on Aug 12, 2016 1:51:45 GMT
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Post by numemonsalesman on Aug 21, 2016 3:17:28 GMT
I've got a question about Data Specialization in V.11, Uncatchable Target gives a +3 Dodge bonus, does that effectively become a +2 bonus taking into account Speed Striker's -1 Dodge penalty? It seems kind of weird for a quality to provide a penalty and then a bonus to the same stat.
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Post by TM93 on Aug 21, 2016 7:31:57 GMT
It was translated from a Optimization to a Specialization between V.1 and V.11, so I had to make sure that the loss was negated (before it was +2 as a Specialization, so now it has the same net gain for Dodge) so it was on the same power scale as it was before, and then added more things to put it up to snuff compared to other Specializations. So some things may seem a tad messy, but +3 made more sense than saying "+2 and also ignores the Dodge loss from Speed Striker".
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Post by TM93 on Oct 15, 2016 15:14:39 GMT
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Post by numemonsalesman on Oct 31, 2016 6:16:17 GMT
I'm really happy about the new stage-based Specs rules. We need some kind of mnemonic for what Bit, RAM, and CPU, I always have to double-check what each one does. For the next version of the PDF, I think Derived Stats should be placed right under the regular Stats section for ease of reference. Actually, you might even want to move the whole Derived Stats, Size, and Movement block under Stats. In character creation I find myself jumping between them too much. I found a typo on page 62, under Spirit Evolution Backfire: "Tormen Check" I really like this addition! It definitely helps distinguish different flavors of tamers. You may want to clarify the wording in Improved Attribute. As its written currently, you can't use it to improve the cap of a Attribute you've already maxed out, only Attributes you're at 1 below the cap for. That said, i think this is a really good Quality to have in the rules, considering how restrictive the caps are for children. The Tier 3 Qualities look a little unbalanced on paper. My gut instinct as a player would be to pick the Charisma, Body, and Intelligence ones over the Agility and Willpower qualities, due to the stat bonus. That said, the GM in me says the doubled Accuracy/Dodge from Blur and the ability to add Willpower to any roll sound very powerful in their own right. I'll be interested to see how the balance works out in playtesting.
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Post by TM93 on Nov 1, 2016 6:27:47 GMT
Honestly I was worried it was the exact opposite way with Willpower being added to any roll. That said if I get some playtest feedback from multiple people saying one tree is severely underpowered or overpowered and continues to display being so, I'll of course rework how they function to help balance it.
As for the wording, my apologies, if you are at the cap, yes, you can improve them the same as one just below cap, unfortunately to help avoid forcing a min-max setup while still encouraging investing in the trees you want to get, I decided on the current rules for it. Once I actually (in the far future at this rate) get the official Tamer Packet up, I'll clarify better.
As for Derived-Derived Stats, I was actually planning to make a quick-reference mini PDF, akin to the usual 3-6 page reference charts you see in most systems, to keep more complex formulas and costs in an easy-to-reference sheet, if that would help at all.
Thanks for the feedback, always welcome!
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Post by numemonsalesman on Nov 2, 2016 8:18:29 GMT
Ah I just remembered to point this out, you may want to change the name of the "Agility" Quality, to avoid confusion since there's already a stat with the same name.
Edit: I think there's a typo on page 24, in the Sneak Attack description it says "Perception (Mind)", I assume this should be Perception (Brains)?
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Post by TM93 on Nov 2, 2016 23:50:34 GMT
Yes to both of those things. Sorry, was used to Mind as a stat in a lot of games. And maybe Agility can become Agile instead.
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Post by TM93 on Dec 17, 2016 21:01:53 GMT
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Post by TM93 on Dec 18, 2016 20:14:19 GMT
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