Doc Roc
2009-09-10, 03:53 PM
I normally don't break things out to talk about them. But I consider this pretty important. We've added action caps in the Test of Spite, and will be extending them to the 3.5.X fix pack series. Unlike the other patches, which are in theory portable and modular, the action cap system is going to be a built in assumption with regards to the construction and balance of all future material. This means it's important enough that I want your opinions about them.
The post is reproduced below:
Thank you for bearing with me. Many of you trust me pretty extensively, rely indirectly on my judgment. Gentleman, a solution has been proposed to a large number of problems. A number of games do this, and it's so obviously crucial to their balance that I had forgotten it. The same way you might forget ball bearings.
So let's talk. Pull up a chair to my fire-side, and let's talk.
We're adding maximums to the number of actions you can get per round. I know, I know, sort of weird, but think about it. There are too many action excessions that are just too elegant for me to patch them all. Hell, something as simple as the familiar is a thing to invoke in a sane man dread. So what's a matchstick boy to do? Here I am, selling these Penny-Dreadfuls, trying to make it work. And so my bud Sofawall sez to me, Jake, Jake, why don't we cap this stuff? Lay in some proper maximums. And I sez, well that sounds ****ing righteous. And I wracked my brain trying to see what I was missing, why this wasn't there in the first place.
I got nothing guys.
Not a damn thing.
From this moment forward, let the following maximums apply, per character&round:
Two full round actions Or Four full attacks
Three Standard actions
Three Move actions
Two Swift actions
Twenty Five Free actions
Immediates count against your maximum of swifts.
Please post your very-very first reactions. If you want to add considered thoughts, I'd be grateful, but I want to know your knee-jerk reactions to such a change of this magnitude.
The post is reproduced below:
Thank you for bearing with me. Many of you trust me pretty extensively, rely indirectly on my judgment. Gentleman, a solution has been proposed to a large number of problems. A number of games do this, and it's so obviously crucial to their balance that I had forgotten it. The same way you might forget ball bearings.
So let's talk. Pull up a chair to my fire-side, and let's talk.
We're adding maximums to the number of actions you can get per round. I know, I know, sort of weird, but think about it. There are too many action excessions that are just too elegant for me to patch them all. Hell, something as simple as the familiar is a thing to invoke in a sane man dread. So what's a matchstick boy to do? Here I am, selling these Penny-Dreadfuls, trying to make it work. And so my bud Sofawall sez to me, Jake, Jake, why don't we cap this stuff? Lay in some proper maximums. And I sez, well that sounds ****ing righteous. And I wracked my brain trying to see what I was missing, why this wasn't there in the first place.
I got nothing guys.
Not a damn thing.
From this moment forward, let the following maximums apply, per character&round:
Two full round actions Or Four full attacks
Three Standard actions
Three Move actions
Two Swift actions
Twenty Five Free actions
Immediates count against your maximum of swifts.
Please post your very-very first reactions. If you want to add considered thoughts, I'd be grateful, but I want to know your knee-jerk reactions to such a change of this magnitude.