Chewing on proficiencies, maneuvers and combat.
Posted: 05 Feb 2017, 21:36
One part update, one part teasing, one part feedback request.
For those who might be nervous right about now, rest assured that the core tenants of our combat system remain the same. CP split between a two-tempo round to fuel maneuvers that have to target specific wheels, etc. Most of what is getting shuffled around are the maneuvers list and the specific proficiencies we're using, though we've definitely added some new tricks which we'll unveil later. That's not what this conversation is about.
We've cut down the number of maneuvers you need to juggle by a solid third. At the time of writing, the core list has 20, down from 32. Before you panic, we actually found a way to do this that actually makes combat more dynamic while not actually losing any of the options you had before. This setup was actually what got Higgins aboard the idea of a new draft in the first place. It was a damned cool idea.
What I'm wondering now, and why this is being written:
We previously simplified some things that other TROS games didn't. Almost all of these, I'm still perfectly fine with. At the moment, with the new maneuver spread, one has me reconsidering:
Activation Cost
We made the decision even back in Song of Steel to make the activation cost of a maneuver independent of the proficiency. The advantage to this in streamlining and simplicity is obvious, especially when you have a great many maneuvers to juggle. Power Swing is AC1 no matter what proficiency you're using it. It also makes reference cards simpler as the AC can be easily listed on the card.
The downside of this, of course, is that it removes one of the primary options one could use to differentiate between proficiencies. A proficiency either has the maneuver, or it doesn't, though some emphases cheat this a bit (Sabers using Draw Cut for free, for instance). The problem with this approach is that when the majority of maneuvers can be used by the majority of proficiencies, the differences between them become less interesting and you have less of a reason to invest in multiple proficiencies. As we're paring down our total maneuvers, I wonder if it wouldn't be worth it to reconsider making activation costs based on the proficiency using it.
Strawpoll for anyone who might be interested http://www.strawpoll.me/12279345 and as always, feel free to respond with your thoughts.
For those who might be nervous right about now, rest assured that the core tenants of our combat system remain the same. CP split between a two-tempo round to fuel maneuvers that have to target specific wheels, etc. Most of what is getting shuffled around are the maneuvers list and the specific proficiencies we're using, though we've definitely added some new tricks which we'll unveil later. That's not what this conversation is about.
We've cut down the number of maneuvers you need to juggle by a solid third. At the time of writing, the core list has 20, down from 32. Before you panic, we actually found a way to do this that actually makes combat more dynamic while not actually losing any of the options you had before. This setup was actually what got Higgins aboard the idea of a new draft in the first place. It was a damned cool idea.
What I'm wondering now, and why this is being written:
We previously simplified some things that other TROS games didn't. Almost all of these, I'm still perfectly fine with. At the moment, with the new maneuver spread, one has me reconsidering:
Activation Cost
We made the decision even back in Song of Steel to make the activation cost of a maneuver independent of the proficiency. The advantage to this in streamlining and simplicity is obvious, especially when you have a great many maneuvers to juggle. Power Swing is AC1 no matter what proficiency you're using it. It also makes reference cards simpler as the AC can be easily listed on the card.
The downside of this, of course, is that it removes one of the primary options one could use to differentiate between proficiencies. A proficiency either has the maneuver, or it doesn't, though some emphases cheat this a bit (Sabers using Draw Cut for free, for instance). The problem with this approach is that when the majority of maneuvers can be used by the majority of proficiencies, the differences between them become less interesting and you have less of a reason to invest in multiple proficiencies. As we're paring down our total maneuvers, I wonder if it wouldn't be worth it to reconsider making activation costs based on the proficiency using it.
Strawpoll for anyone who might be interested http://www.strawpoll.me/12279345 and as always, feel free to respond with your thoughts.