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Lotish posted:Since you are both playtesters can you not just PM each other to discuss it? I don't know about this particular one, but I've been under a couple NDAs which technically disallowed me from discussing even with other people under the same NDA, despite the fact that in two cases there were official discussion forums. I am not enjoying this playtest, because I am not in it.
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# ¿ Mar 26, 2012 18:46 |
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# ¿ Apr 19, 2024 06:48 |
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Captain Bravo posted:Or just how about an overarching escalation die? Plop a D20 in the center, starts at 1. Every time somebody uses a Daily (for lack of a better term) the die increases by 1, and every time you win a battle it also increases by 1. Monsters can tag the die, reducing it by a set number, but adding it's number to their attack or damage roll. Bada-bing, bada-boom, no more need for 15-minute adventuring days or healing surges. I'm not exactly sure I follow, but it sounds like you've got it kind of backwards. Daily resources (or the equivalent) push the players to rest as often as possible. What you need to balance that is a corresponding pull mechanic to encourage the players to keep adventuring as long as possible, so that the advantage of resources is put on a scale against some other equally awesome and interesting advantage. So the players should be the ones that can tag the die in your example. Then you get to keep the idea of rest as your resource replenisher (which is cool, because people understand the whole resources = fatigue thing) while killing the urge to take a nap every time you slay an orc. Keep going, get bigger bonuses, be simultaneously badass and on your last legs. Tension!
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# ¿ Mar 28, 2012 21:31 |