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  1. Graham Wolsey

    Experiences of a Fighter in 2.0

    @mythic you mention you need to scale monsters with 1000s of body. Do you not also give these monsters resist magic or other immunities? Why is body bloat an issue but not resist magic bloat?
  2. Graham Wolsey

    Experiences of a Fighter in 2.0

    I can't speak to the success of making up for the gap between people swinging for 30s and swinging for 2s, but having a character 15 times more powerful than another is usually very rough to scale for. Our chapter largely doesn't have these problems. The worst case scenario for us is one...
  3. Graham Wolsey

    Flurry change proposal

    This proposal is certainly better than the currently suggested rules, but I worry without parity for spellcasting and that this just makes killing casters even harder, as a single dodge from a caster means the aggressor is dead.
  4. Graham Wolsey

    Experiences of a Fighter in 2.0

    I think that swinging 30s is a problem, but I also think throwing 16 prisons or deaths in a row is a problem. The rules only address one of these problems.
  5. Graham Wolsey

    Experiences of a Fighter in 2.0

    Yes, no changes would be great! Vastly preferable to the current state of things. If substantial new skills and abilities were added to Fighters, a lack of sustained damage could be ok, but I haven't seen anything like that so far.
  6. Graham Wolsey

    Experiences of a Fighter in 2.0

    The majority of the playtest was against things out of the database. We fought Ogres, Golems, Undead, and Elementals. At the very end we had a single "ditch fight" style fight. Our chapter makes use of a lot of monsters with class levels as a general rule. We usually are interacting with...
  7. Graham Wolsey

    Experiences of a Fighter in 2.0

    I think you nailed it. The changes to weapon proficiency and critical attack are the single biggest change to Fighters. In theory they could be ok if Fighters receive a complete rework, but as it stands right now [2.0] is all downside and very little upside for Fighters.
  8. Graham Wolsey

    Experiences of a Fighter in 2.0

    I love this suggestion, though I'd prefer just the creation of a new ability, say "Fortitude" or something. The inclusion of an ability like this at 4 Build would solve almost all of my defensive concerns (shatter is still peoblematic).
  9. Graham Wolsey

    Experiences of a Fighter in 2.0

    The rules have gotten to a point where I'm not sure what single thing could change my play experience. I suppose the three biggest problems are: 1. Fighters aren't successful at being defensive. There are too many effects that instantly remove us from combat for hit points and armor to...
  10. Graham Wolsey

    Experiences of a Fighter in 2.0

    After having devoted significant time play testing the new proposed rules I wanted to write about my experiences, not about a specific rule, but about my experience holistically with the rule set. Specifically, I wanted to talk about being a Fighter. To be clear, I don't mean a Templar or a...
  11. Graham Wolsey

    [0.9] Disease: Too Strong?

    If people are really strongly against allowing First Aid to work for some reason, another solution could be moving this spell up in level probably Earth 7 is about fair for an effect like this. I'm just concerned about starting characters fighting 25 build Necromancers that will create a...
  12. Graham Wolsey

    [0.9] Disease: Too Strong?

    Thinking that new players are going to have the foresight to seek out an individual selling Cure Disease potions prior to being hit with that effect seems highly unlikely to me. Thinking they will spend 50% of their total liquid currency (or more in some cases) on an extremely narrow effect...
  13. Graham Wolsey

    [0.9] Disease: Too Strong?

    If new players don't have a Purify I'm not sure why you assume they will have access to a Life spell, especially in the new paradigm of no Expanded Enchantment.
  14. Graham Wolsey

    [0.9] Disease: Too Strong?

    I would allow the individual to be stabilized, but the effects of Disease would remain for the full 10 minutes so they would remain unconscious for that time (unless the Disease effect is removed). While it sucks to be down for that long it's no different than Confine, Paralysis, Enfeeble, or...
  15. Graham Wolsey

    [0.9] Disease: Too Strong?

    Currently as it is written, the Disease effect has very strong effects against low level players. It almost garuntees a resurrection when cast if the target is knocked into bleedout. I personally love that Necromancy is getting a big power boost, but I don't like how this effects new players...
  16. Graham Wolsey

    Addressing critical feedback, burden of proof, and player feedback

    I'm going to just pre-empt the response I know you are going to get: Owners vote on changes not player/playtesters. I think this response, while accurate mechanically, misses the greater point. Players are the lifeblood of any LARP, when your LARP stops taking their opinions into account...
  17. Graham Wolsey

    Destroy Undead

    Speaking as someone that plays a pure Fighter currently, I'm perfectly ok with spells doing a lot more damage than my attacks especially when its against one specific type of enemy. I'd much rather see a spell do 100 damage than immediately end the fight AKA Death/Prison/Most...
  18. Graham Wolsey

    Destroy Undead

    You always have to measure against Confine. While the Undead is ripping out of Confine two fighters swinging 10s should be able to pump 100 damage into the undead no problem. Lets not even talk about Eviscerate.
  19. Graham Wolsey

    Destroy Undead

    If you think throwing a Death is bad now wait until Expand Enchantment is removed and there aren't Life items anymore. Concerning the topic at hand. I'm greatly in favor of buffing Destroy Undead's effect against greater undead. I think if it did 100 damage to Greater Undead that would be...
  20. Graham Wolsey

    Regarding the Fate of Dargok the Unkillable: Context

    As a clarifying point concerning the artifact: Normally a Spirit Lock should be able to be removed through the use of Formal Magic, this case was an exception due to the artifact nature of what Dargok possesses. Furthermore, there was nothing discovered that suggested the true and permanent...
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