JohnLokiBeard
Mongoose
Or of course could just be answered here.
I'd be interested to read something by the designers and playtesters explaining why certain decisions about the system were made [ I hasten to add that I'm just being inquisitive, not saying " :x JUSTIFY THE STUFF I DON'T LIKE, YOU FOOL! :x " ].
Specific questions I've got: Why...
...nerf damage from criticals, so that a single dagger critical to the head isn't even life-threatening?
...lower APs for weapons, so that parrying is such a poorer option than dodging [which seems to contradict what's been said about combat being inspired by lightsaber duels...]?
...have Average Human stats [the rating which all other creature values are presumably figured relative to] still a mixture of 10s and 13s rather than benchmarking them all at the same number [whether that be 10, 13 or 15]?
...use Opposed Rolls and the Halving Rule, rather than Opposed Results [like combat]?
I'd be interested to read something by the designers and playtesters explaining why certain decisions about the system were made [ I hasten to add that I'm just being inquisitive, not saying " :x JUSTIFY THE STUFF I DON'T LIKE, YOU FOOL! :x " ].
Specific questions I've got: Why...
...nerf damage from criticals, so that a single dagger critical to the head isn't even life-threatening?
...lower APs for weapons, so that parrying is such a poorer option than dodging [which seems to contradict what's been said about combat being inspired by lightsaber duels...]?
...have Average Human stats [the rating which all other creature values are presumably figured relative to] still a mixture of 10s and 13s rather than benchmarking them all at the same number [whether that be 10, 13 or 15]?
...use Opposed Rolls and the Halving Rule, rather than Opposed Results [like combat]?