Difference between revisions of "Uncouth/Playtesting"

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(Things to mess with)
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* Given that DV doesn't have limits, it might make sense to have effects used for defense create DV penalties after the test is resolved. As it is now, you get penalized for using them on attack (with additional Speed), but not for defense. Also provides a reason to reset on full defense.
 
* Given that DV doesn't have limits, it might make sense to have effects used for defense create DV penalties after the test is resolved. As it is now, you get penalized for using them on attack (with additional Speed), but not for defense. Also provides a reason to reset on full defense.
 +
* Possibly higher penalties in Speed or DV for activating scene longs.
 
* Definately need to muck with the way you spend successes for social magic. Some test cases that bit every combination of the following combatants in pairs
 
* Definately need to muck with the way you spend successes for social magic. Some test cases that bit every combination of the following combatants in pairs
 
** Trait 2/Essence 1 mortal
 
** Trait 2/Essence 1 mortal
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** Trait 10/Essence 10 god
 
** Trait 10/Essence 10 god
 
* Health levels gained from the Exaltation path should be based on the ''current'' ratings of the Traits that generate them. This makes Withering attacks on Stamina a bit more interesting and makes Attribute increases a bit nicer (but also more risky in some cases).
 
* Health levels gained from the Exaltation path should be based on the ''current'' ratings of the Traits that generate them. This makes Withering attacks on Stamina a bit more interesting and makes Attribute increases a bit nicer (but also more risky in some cases).
 +
* Fair Folk should maybe be able to learn effects for both Abilities and Attributes. This would make the God-body path make a bit more sense. It would also be cool.
 +
* The extra primary effects granted by the mutability path should probably be limited to Instantly and Tenaciously. The idea being to allow a frenzy of activity that is somewhat wasteful of essence.
 +
  
 
== Playtest: 24-Oct-2008 ==
 
== Playtest: 24-Oct-2008 ==

Revision as of 23:02, 26 November 2008

Almost no playtesting has been done using these rules, which means balance, costs and so forth are probably way off. If you do any playtesting with these rules, please drop a note here on how it went.

Designer commments

  • Given that DV doesn't have limits, it might make sense to have effects used for defense create DV penalties after the test is resolved. As it is now, you get penalized for using them on attack (with additional Speed), but not for defense. Also provides a reason to reset on full defense.
  • Possibly higher penalties in Speed or DV for activating scene longs.
  • Definately need to muck with the way you spend successes for social magic. Some test cases that bit every combination of the following combatants in pairs
    • Trait 2/Essence 1 mortal
    • Trait 3/Essence 3 solar
    • Trait 5/Essence 3 solar
    • Trait 5/Essence 3 lunar
    • Trait 5/Essence 3 sidereal
    • Trait 5/Essence 3 terrestrial
    • Trait 5/Essence 5 solar
    • Trait 8/Essence 8 deathlord
    • Trait 10/Essence 10 god
  • Health levels gained from the Exaltation path should be based on the current ratings of the Traits that generate them. This makes Withering attacks on Stamina a bit more interesting and makes Attribute increases a bit nicer (but also more risky in some cases).
  • Fair Folk should maybe be able to learn effects for both Abilities and Attributes. This would make the God-body path make a bit more sense. It would also be cool.
  • The extra primary effects granted by the mutability path should probably be limited to Instantly and Tenaciously. The idea being to allow a frenzy of activity that is somewhat wasteful of essence.


Playtest: 24-Oct-2008

By Whoever

Findings.

Playtest: 24-Oct-2008

By Whoever

Findings.


... etc ...