Posted July 14, 2019
I'd like to be able to send my adventurers to the infirmary just to heal HPs or fatigue.
I think there should be more random awards of items and free skill points. Where I come from a 5th level adventurer should have at least one +1 item, and since you're handing out free skill points it seems like should go with the same rule. Maybe you could keep track of how many freebies you've given a character to keep them from getting too many or too few.
I don't really like all the characters who have one skill in a field (combat, brains, social, survival). Cautious actions weren't an option the last time I picked the game up, but that it is I use cautious ALL the time and it's inclusion incentivises keeping characters' fields balanced (50% only increases once for every 2 points added). But when a character only has one skill in a field, I end up giving them absurdly high skill levels in that one skill in order to keep the field value high.
Maybe you make a balanced skill use guarantee a 25% contribution. As the game stands, I never, ever use a balanced approach.
I really like this game, and it's gotten better since I picked it up last. Keep up the good work. It's better than it was, but it also has more bugs in it.
I think there should be more random awards of items and free skill points. Where I come from a 5th level adventurer should have at least one +1 item, and since you're handing out free skill points it seems like should go with the same rule. Maybe you could keep track of how many freebies you've given a character to keep them from getting too many or too few.
I don't really like all the characters who have one skill in a field (combat, brains, social, survival). Cautious actions weren't an option the last time I picked the game up, but that it is I use cautious ALL the time and it's inclusion incentivises keeping characters' fields balanced (50% only increases once for every 2 points added). But when a character only has one skill in a field, I end up giving them absurdly high skill levels in that one skill in order to keep the field value high.
Maybe you make a balanced skill use guarantee a 25% contribution. As the game stands, I never, ever use a balanced approach.
I really like this game, and it's gotten better since I picked it up last. Keep up the good work. It's better than it was, but it also has more bugs in it.
Post edited July 14, 2019 by blainedeyoung