Aden Corso
Novice
Utah had our first game day playtest last Saturday and it was a blast. Love the new calls, the ease of healing, and as a rogue I'm begrudgingly starting to get used to the Waylay replacements (grumble grumble mumbled rant), and as I go through my build for our second playtest next week, I'm starting to get a little annoyed with some of the requirements for my build. I should note: this has to do with Rogue and Fighter builds. Nothing against magic users, but I haven't ever built one before and don't want to open that can of worms just now.
Both rogues and fighters have those certain skills that can be taken once per every 30 build in their categories. Working around this has the unfortunate side-effect of forcing me to put huge amounts of points into skills that I neither want or need for the character I hope to make. While it's true that we want to avoid power creep, I would much rather have a restriction of 25 points rather than 30 for a Parry, Riposte, Dodge, or Slay than buy yet another huge chunk of Critical Attacks or Back Attacks, or Silence/Stun Blow or Weakness/Stun Blow with points I was wanting to spend on some more archetypal skills (rogues gotta rogue, and fighters gotta fight, ya know?). A great way to go about all of that would be to increase the points cost of those core skills, but decrease the Combat or Stealth requirements.
While we're at that, can I say that the Weapon Proficiency and -- especially -- Backstab perpetual requirement increase gets far too overwhelming far too quickly. It feels more like punishment the more you tack on. Why isn't there a cap on the number of additional Critical or Back Attacks you need before you can get another Backstab or Weapon Proficiency? Especially when concerning rogues, where we only do more damage when attacking from the back, whereas fighters and scouts can have at it from any and all directions, and especially when we no longer need more damage from behind because Waylay no longer exists and there is no further need to do more damage through armour to ensure it works!
That last bit got a bit screamy, but no worries: I still view the majority of the changes made in 2.0 to be positive. I just also believe there to be some room for improvement. Thoughts?
Both rogues and fighters have those certain skills that can be taken once per every 30 build in their categories. Working around this has the unfortunate side-effect of forcing me to put huge amounts of points into skills that I neither want or need for the character I hope to make. While it's true that we want to avoid power creep, I would much rather have a restriction of 25 points rather than 30 for a Parry, Riposte, Dodge, or Slay than buy yet another huge chunk of Critical Attacks or Back Attacks, or Silence/Stun Blow or Weakness/Stun Blow with points I was wanting to spend on some more archetypal skills (rogues gotta rogue, and fighters gotta fight, ya know?). A great way to go about all of that would be to increase the points cost of those core skills, but decrease the Combat or Stealth requirements.
While we're at that, can I say that the Weapon Proficiency and -- especially -- Backstab perpetual requirement increase gets far too overwhelming far too quickly. It feels more like punishment the more you tack on. Why isn't there a cap on the number of additional Critical or Back Attacks you need before you can get another Backstab or Weapon Proficiency? Especially when concerning rogues, where we only do more damage when attacking from the back, whereas fighters and scouts can have at it from any and all directions, and especially when we no longer need more damage from behind because Waylay no longer exists and there is no further need to do more damage through armour to ensure it works!
That last bit got a bit screamy, but no worries: I still view the majority of the changes made in 2.0 to be positive. I just also believe there to be some room for improvement. Thoughts?