I’ve had the great fortune to have found some playtesters willing to dive into the game. First among them is Walid. He really seems to enjoy the rules lawyer role, and while that can slow down game play, it has really helped me tighten up the rules. He found places where rules contradict themselves, which a good editor would find, and had many suggestions for new rules, spells, etc., but what required his special talents was finding the points of synergy. Where do the different rules work together to create an effect much larger than anticipated? How can feats be worded to keep different paths in balance? One small example of this was making armor provide a penalty to Duck and Weave, the feat that allows a creature to avoid an attack. I wanted to allow for both dexy types that avoid getting hit and tanks that can soak damage, but I want players to have to make a choice between them. This whole game is about making choices in the face of danger, and ideally there should be good reasons for going down different paths. If you are reading this and are so included, please feel free to dig into the current rules and see what loopholes or synergies you can exploit. And then let me know about them. Some might even be intentional—I do love it when characters happen to find a dynamic, creative way around or through some obstacles. It only becomes a problem if it’s the clearly the best way and it’s way better than any other way.
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