The differences hidden amongst the familiar is what is doing my head in at the moment... Have tried to read it all through solidly and been reminded what it's like to be a new starter in the system...
Not just hit on, rather just experienced for the first time in a while.
Of course, with a democratic run rules system, there's potential for great change coming in very quickly, and possibly being very quickly reversed. This may cause even more confusion.
... so you end up with all the changes Flo wanted to make in automatically, with no come back - but everyone else would have to try and argue against the random overpowered changes?
No. Because there were more people involved in rewriting the rules than just Flo. If I thought he was making a mistake, I said so. If I thought something didn't make sense, I said so. Sometimes I was convinced by other people's POV and sometimes they were convinced by mine. Points of contention are still being discussed so that everyone gets a say.
What particularly did you think was overpowered? If you could drop me an e-mail I'll see the stuff goes on the boards for discussion.
It's not an overpowered thing (as such) - it's how the rules have been 'rewritten' - or the write up of the rules changes.
It's impossible to see how things have been balanced, from the rather random Appendix A and the post playtest rewrites. For Example 1. Rework barbarians: • Increase life cost from base 1.0 to base 1.5 (yielding 1/3/2) Why? • Change staff to be the same for WD and Shaman Why? Witch doctors had mage cost, Shamans Priest... • Witch Doctors can no longer buy religious skills ...Why not? • Bring Shaman consecrate in line with ceremony skills A repeated phrase in the rewrite 'In line' seems to be 'what I think it ought to be' - with no other reasoning. • Lower Shaman rec creature, undead, smell skills to 6, 3, 6 Why? What's the balance? • Lower Shaman rec miracle and read/write skills Hinting that Barbarians are becoming less, well Barbarbic... • Nerf Witch Doctor spell slots: You now need to re-cast the ritual Okay... • Change Witch Doctor spell slot cost from 2 ∗ (level + 1) to
( ... )
Yes. But it's not really complete - you still have to look at one section, then look again at where else it appears before you can really say whether something is broken, going to break or just plain wierd.
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Of course, with a democratic run rules system, there's potential for great change coming in very quickly, and possibly being very quickly reversed. This may cause even more confusion.
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We'll be arguing them all year round mind - we're still larpers, after all ;)
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That's amazing.
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What particularly did you think was overpowered? If you could drop me an e-mail I'll see the stuff goes on the boards for discussion.
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It's not an overpowered thing (as such) - it's how the rules have been 'rewritten' - or the write up of the rules changes.
It's impossible to see how things have been balanced, from the rather random Appendix A and the post playtest rewrites.
For Example
1. Rework barbarians:
• Increase life cost from base 1.0 to base 1.5 (yielding 1/3/2)
Why?
• Change staff to be the same for WD and Shaman
Why? Witch doctors had mage cost, Shamans Priest...
• Witch Doctors can no longer buy religious skills
...Why not?
• Bring Shaman consecrate in line with ceremony skills
A repeated phrase in the rewrite 'In line' seems to be 'what I think it ought to be' - with no other reasoning.
• Lower Shaman rec creature, undead, smell skills to 6, 3, 6
Why? What's the balance?
• Lower Shaman rec miracle and read/write skills
Hinting that Barbarians are becoming less, well Barbarbic...
• Nerf Witch Doctor spell slots: You now need to re-cast the ritual
Okay... • Change Witch Doctor spell slot cost from 2 ∗ (level + 1) to ( ... )
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This summary is more concise and much easier to follow than working your way through the entire changeset.
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And some of the Clarifications are more poorly worded than ever. For Example - Gladiator 'restrictions'
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