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Xuc Xac

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  1. I just went to check and it says it was updated July 17th. I don't know what is different now. I was hoping that the update would be "oops, we meant 2 challenge dice" but it looks like it's still 3 green, 3 purple, 2 blue, 2 black, 2 yellow, but only 1 red.
  2. Something I've always wanted to try with a magic system is "Power is easy; Control is hard". For example, the classic D&D fireball spell does 5d6 damage in a 15 foot radius, but as you go up in level, the spell automatically does more damage and the range increases. But it always detonates exactly where you want. I'd like to try the reverse: the basic fireball does its maximum 20d6 damage but it deviates a random amount in a random direction so it's really hard to aim. It's possible to use at a low level, but you might blow yourself up with it, so it's better to wait until you have enough control to safely aim it. Instead of gaining more damage as you level up, you decrease the amount of deviation and can choose to make the blast smaller and weaker if you want. Basically, I want the fireball spell to be less like a laser-guided smart bomb with a simple point-and-click interface and more like a big pile of nitroglycerin: anyone can blow up themselves and the rest of the neighborhood in a huge explosion but you have to know what you're doing to only blow up what you want. Nobody is impressed by a backhoe driver who swings around and knocks down a brick wall with his digger bucket, but everyone is impressed by the one who can use it to flip a coin.
  3. If every archetype gets points that can be spent on altering their stats (and a different amount based on how much their stats are already altered), it's kind of pointless. If you're going to allow the alteration of characteristics, why not just have one archetype with 1s in everything and a pool of points to raise them. If you want to be a generalist, you can boost everything evenly to have all 2s. If you want to have a 3 and a 1 and a bunch of 2s, you can. If you want a 4 and two 1s, you can. If you want to keep all the 1s and just buy more skills or something, you can. Doing archetypes like Rakaydos described feels backwards to me. It's like starting character creation at step two: "Now that we've already spent some of your character creation points for you, decide how you'd like to spend the rest". Archetypes should be distinct in more ways than just how they distributed their points. If a "Well Rounder" with all 2s boosts one stat to 3 and a "Talented" with a 3 and 1 boosts their 1 to a 2, they would end up identical. That's not very archetypal. I would rather have something that would still separate them even if they end up with the same stats, something that would let them use identical stats in different ways. Something like "well rounders" being less affected by boost and setback because of their generalist nature, while "talented" benefit more from boost in their specialty but suffer more setback in their area of weakness even if the well rounder and the talented have the same stats, because they just have different approaches to using those stats.
  4. I'm another vote for "these are better than the SW dice". Triumph/Despair are clearly "Success/Failure plus something extra" which is better than the SW dice where they didn't really look related.
  5. My basic rule of thumb is this: Difficulty: "How hard is it normally?" Setback: "Is failure more likely than normal?" Challenge: "Does failure have worse consequences than normal?"
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