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[personal profile] alexandraerin
So, I was thinking that I'd get the Advanced Qualities integrated back into the Basic Character Guide before focusing on getting the ruleset finished for the playtest, but during a lunchtime brainstorm, I realized that the Advanced Qualities, way more than the Basic ones, are heavy on the minute details of the combat system (that are likely to change with testing) and will also likely be subject to re-balancing.

Between that and the fact that Advanced Qualities aren't even an option for the initial levels of gameplay, I'm going to call the Basic Character Guide "beta ready". Although there's one final change to the process I'm strongly considering. Looking at the sample characters that have been submitted, I feel like I erred on the side of generosity with Detail/Gear allotments. I want people to be able to realize a character concept at level one, but I fear I've made it too easy to get high-quality equipment right off the bat and prevented anyone from having to make hard choices there.

Here are the measures I'm considering:

  1. Taking away one Detail and one Gear Point from starting characters.
  2. Getting rid of the initial "twofer" on the Gear Details. This would make the Luxury Gear option currently redundant as there's nothing Luxury Points can buy that Gear Points can't buy.
  3. Making weapons, armor, and implements more expensive.
  4. Eliminating some of the traits that Luxury Points can buy, notably the "Extra" trait for weapons. It's not that I want Luxury Points to be worthless, just better for signaling "look at me, I have nice things" than "my weapon kills harder than yours". Actually, I think what I'll do here is make it so that the Extra trait can only be purchased with LP for traits that can be purchased with LP.


I'm pretty sure at this point that I'll be implementing some combination of those changes, but I'm not sure which ones.

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alexandraerin

August 2017

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