*sneaks in*
ninja
I'm running a playtest. We're doing level 1 currently. Fighter, Cleric, Wizard, and a rogue will be added next session. Most likely much to the relief to the Trapspringers.
So far the player of the fighter is pleased with the new feats, but in comparison we won't know until we start playtesting in the higher levels.
Currently I've got 4 adventures planned. I intend on running a 20th level module with a group once all the class are released, but not before.
Session One
There's the link for where I'm going to be recording feedback for our playtests. Plus all the updating I'm doing. I've already did minor updates to NPC classes to reflect the new system.
I did some 1st level builds to check out the different starting hp too. I found that Constitution is too much, Standard and Racial are not enough, Double or Flat seem the best options currently. Though I beleive the flat needs to be at least +8 not +6 to make the durability worth while. I'm more personallly favourable to the double for its simplicity, but at the same time it refects your class selection stronger.
Skills need regrouping. Theft with Open Lock I'm not a fan of, belongs in Disable Device. There's a thread of talk of revisement for the Heal skill, so that you can heal minor amounts of actual hp dmg. As for preference for skill system, not for the ranks system, I'm going to try the hybrid in the second game, but I think starting skill points may need to be increased for a few classes to make it viable.
Though my thread says Session One, I'm pretty sure I'm just going to put everything in there.