AWW: Latest revisions.
May. 9th, 2013 09:05 amOkay, version P.21 of the Basic Character Guide is up. This one mostly just clarifies stacking bonuses from multiple pieces of Gear.
There are two changes to wizards' implements, one of which was suggested by two different readers and one was suggested by no one and might make some people unhappy. The trait "Powerful" has been replaced with "Boosting", which only applies to one check per scene.
The reason for this change is that the Powerful trait allows a wizard even at the outset to effectively boost their Magic score into the same maximum range of other attributes, which undercuts the point of having a lower cap on Magic and turns it into more of a Green Lantern ring situation. Barring the penalties on Instant Checks, having an effective Magic score of 6 makes the wizard as good as everyone else at everything... the other things that contribute penalties to spellcasting are usually things that would impair others, as well.
I'm walking a fine line with magic, trying to keep it useful but slightly dangerous to rely on but not so limited that you run into the problem of wizards blowing their wands early on and then being useless, or doing nothing until the climactic scene. There will probably be multiple rounds of change to how spell checks and magic burn work during playtesting.
There are two changes to wizards' implements, one of which was suggested by two different readers and one was suggested by no one and might make some people unhappy. The trait "Powerful" has been replaced with "Boosting", which only applies to one check per scene.
The reason for this change is that the Powerful trait allows a wizard even at the outset to effectively boost their Magic score into the same maximum range of other attributes, which undercuts the point of having a lower cap on Magic and turns it into more of a Green Lantern ring situation. Barring the penalties on Instant Checks, having an effective Magic score of 6 makes the wizard as good as everyone else at everything... the other things that contribute penalties to spellcasting are usually things that would impair others, as well.
I'm walking a fine line with magic, trying to keep it useful but slightly dangerous to rely on but not so limited that you run into the problem of wizards blowing their wands early on and then being useless, or doing nothing until the climactic scene. There will probably be multiple rounds of change to how spell checks and magic burn work during playtesting.