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9th Edition So Far
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noahmason
Mon Aug 15 2011, 11:41PM
Registered Member #102
Joined: Mon Aug 08 2011, 10:48AM
Posts: 241
Hi all. I was just wondering how 9th edition is playing out, in the places that have already switched over. Does anything stick out as particularly good or particularly bad? What changes can you tell significantly affect your gameplay - and for the better or the worse?
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Tobin
Wed Aug 17 2011, 01:52PM
Registered Member #12
Joined: Mon Aug 08 2011, 09:46AM
Posts: 43
Lesser - Works well as an effect, but not as handy as first expected as a carrier. Just too much to say, and no doubt the person getting hit does not hear what you're calling (we don't do a lot of silent combat in our chapter).

Production Change - Much appreciated. I actually feel like I'm making a significant amount of stuff, but still, I could use more. Specifically, I feel that I should be able to make more from my production skill than from goblins if I'm a master. But I don't think increasing the production is the answer - just reducing goblin production.

Lower Durations - I can see no problems here. Imprisons actually need to be tracked now rather than a throw and forget.

Cantrip Changes - The removal of the need to have a 10g book is a nice change and removes unnecessary logistics. I appreciate the locked 150 points, but I do play a caster with less than 10 levels of formal - I'm sure the ones with more like it less.

Remove Physical - I don't think I've really seen any monsters throwing heavy physical attacks yet, so I'm not sure the effect of this yet.

Will try and think of more.

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pjrey
Fri Sep 09 2011, 11:15PM
Registered Member #134
Joined: Mon Aug 08 2011, 11:01AM
Posts: 10
Overall, the game is soooo much easier to explain/learn now that we have consolidated playtests. Formal should not, however, be separate from the rulebook as it is now core rules.

Lesser is the best new addition. We use it all the time at PRO.

I, personally, like new marshal-able waylay rule. Everyone else seems to hate it.

Smithing is impossibly confusing. A year into the rules, no one can seem to get straight how base levels work. Please issue errata with examples... "Smithy is a lvl 20 smith who wants to make a sword, strengthen it, and sharpen it +3. First he..." Also, list explicitly: as smith must take a minimum of 18 levels of smithing to make a +3. He/she CANNOT take 10 base levels and use and addition ten master levels.

10 minute circle of power kills many roleplay situations. Some mechanic should be put in place to allow for an hour-long protective circle in which formal CANNOT be cast. I wrote a cantrip in my cel playtest.

[ Edited Fri Sep 09 2011, 11:17PM ]
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Corey.Kump
Sat Sep 10 2011, 06:02PM
Registered Member #66
Joined: Mon Aug 08 2011, 10:34AM
Posts: 140
pjrey wrote ...
Smithing is impossibly confusing. A year into the rules, no one can seem to get straight how base levels work. Please issue errata with examples... "Smithy is a lvl 20 smith who wants to make a sword, strengthen it, and sharpen it +3. First he..." Also, list explicitly: as smith must take a minimum of 18 levels of smithing to make a +3. He/she CANNOT take 10 base levels and use and addition ten master levels.


I recommend re-reading the text on production and Smithing without distraction, as it really is not complicated.

Improving a weapon uses base levels only, as explicitly stated on page 42, under "Special Ability: Improving a Weapon":
"The smith can add bonuses by spending base production levels, as seen in Figure 3-7 which were not already used for another purpose."

The same is true of Rapid Refits - you may only use base levels.

Determining the total amount of production available is straightforward. If you have 's' production levels, then calculate it as follows:
base = 's'
master = if 's' >= 10 then 's', else 0
materials = silver spent, up to 's'
workshop = if you use a workshop, 's', else 0
total = base + master + materials + workshop
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pjrey
Sun Sep 11 2011, 10:51PM
Registered Member #134
Joined: Mon Aug 08 2011, 11:01AM
Posts: 10
Corey - That was my interpretation as well. However, this particular issue is constantly being misinterpreted by our player base. In fact many people at ARGO and PRO rewrote their chars and bought workshops based on an inaccurate understanding of the rules - this was a source strife. While the information is in there, the rules should be clear on the first read. In this case, they are not.
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Corey.Kump
Mon Sep 12 2011, 04:35AM
Registered Member #66
Joined: Mon Aug 08 2011, 10:34AM
Posts: 140
They are clear on the first read if you actually read the text. I can interpret something incorrectly if I intentionally ignore part of the text 100% of the time.

I imagine that what happened is that people glanced over the text and did not fully read it. Perhaps some players did not even glance over it, and instead based their interpretation and decision off of conversations with other people who had not fully read the rules.

I am extremely glad that the rulebook is much more succinct in this iteration. Adding needless examples to "clarify" things that are already explicit and straightforward would not be an improvement. A national clarification or errata is unnecessary. A local clarification at PRO, on the other hand, sounds like it may be needed.
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dukratha
Tue Sep 20 2011, 01:48PM
Registered Member #9
Joined: Mon Aug 08 2011, 09:44AM
Posts: 72
Just played 9th edition for the first time. For the most part things worked out well. but...
Administering a forget properly was obnoxious.
Switching weapons to deliver a waylay was obnoxious. Especially when I hit a crunchy with one that No effected it.
Lots of people messed up on fumble, but that will just be something new to get used to.

[ Edited Tue Sep 20 2011, 01:48PM ]
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silway
Tue Sep 20 2011, 04:29PM
silway
Registered Member #55
Joined: Mon Aug 08 2011, 10:07AM
Posts: 106
I've finally had a chance to play under 9th myself and when I strip out results that stem from the normal changeover clumisness I find that I like it in general. I am surprised at the heavy use of Lesser in carriers vs. using them in spellstrikes or packets. When used with the latter two, I found they did what we wanted them to do and it seemed a good intermediate statting step.

I think that the healing shift will be one of the more subtle things for staff to adjust to and they haven't quite yet. A larger playerbase will have about the same amount, just distributed more widely. A smaller playerbase will simply have less and that can cause issues unless compensated for.

I saw more armor and bigger armor which seemed to make the game look cooler.

The ten minute circles worked out well. Enough time for a moment of safety but not enough to feel perpetually invincible.

People still forget to use the weapon type in damage calls, but they're the same people who forgot to do it under 8th edition errata.

Personally my gameplay was most affected by the templar build costs. Aside from the personal effect on me, the main benefit was to very high level templars who suddenly gained back a lot of build or switched to scholars while I didn't see much benefit to lower templars. At least one person I know switched to a scholar with some profs of all things.

Barbarian slay had fairly minimal impact, though it seemed to make the barbarians happy. No new hoblings reported thus far.

Overall, it's still the early shakedown stage. We'll know better in a year or so once people adapt to actual gameplay instead of predicted gameplay.

Mickey
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Administrator
Tue Sep 20 2011, 08:36PM
Dark Lord of NERO

Registered Member #1
Joined: Mon May 30 2011, 02:21AM
Posts: 170
dukratha wrote ...

Just played 9th edition for the first time. For the most part things worked out well. but...
Administering a forget properly was obnoxious.
Switching weapons to deliver a waylay was obnoxious. Especially when I hit a crunchy with one that No effected it.
Lots of people messed up on fumble, but that will just be something new to get used to.


The entire reasoning behind making crunchies immune to waylay was that it was an unlimited takedown skill, so making a bunch of crunchies immune to it was the only way many plot teams could balance it out.

Now that it's a per day ability, and people are limited in how many they can have, the vast majority of crunchies should start taking waylay. If plot teams are still running under 8th edition statting, then there is an issue.

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dukratha
Tue Sep 20 2011, 08:58PM
Registered Member #9
Joined: Mon Aug 08 2011, 09:44AM
Posts: 72
I know. I reminded monster town after the no effect.
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