Also from my p.o.v the new spy was more playable.
Having the ranks/skills to do certain things/action was the 'enabler' for
PC's roleplaying actions which were spy orientated as well as utilising
their own dark minds as well.
Chris
-----Original Message-----
From: Andrew Withy (DSL AK) [mailto:AndrewW@datacom.co.nz]
Sent: Wednesday, 26 February 2003 14:10
To: dq@dq.sf.org.nz
Subject: Re: [dq] Spy and Thief Playtest
From my p.o.v of the playtest, Thief didn't work - the old thief was
preferable. The different flavours from having different skills didn't come
across, we had to check what we could or couldn't do (we just assumed we
could do everything) and being a low-ranked thief really sucked. Its unusual
that the old skill is better than the new one. Oh, and climbing walls and
cliffs should be a single skill. Thief 2/10.
Spy is great for spy/courtiers - lots of extra value. It's not much good for
dark spies. As long as dark spies (i.e. Spy/Thief, Spy/Assassin) get to
trade in all their ep for extra Thief/Assassin, no problem. 7/10
Note to players, now that Spy is a roleplaying skill, not a numbers skill,
people who are doing a lot of Spy stuff by roleplaying but don't have the
skill should learn the skill. e.g. in the playtest, an unranked spy used
more of the spy special abilities more successfully than anyone else and got
away with it.
Andrew
-----Original Message-----
From: Mandos Mitchinson [mailto:mandos@iconz.net]
Sent: Wednesday, 26 February 2003 1:37 p.m.
To: dq@dq.sf.org.nz
Subject: [dq] Spy and Thief Playtest
On Williams Game this session we have been playtesting the new Spy and Thief
Varients.
So I thought I would give my impressions on the skills.
Background.
My Character has Rank 8 in both Skills although she is primarily a Spy.
Conversion.
The lack of defined Spy base chances caused some issues to begin with. Some
of the skills have a number of potential stats that could apply to them
however picking one that seemed ok worked fine. All of the subskills were
interesting and it was reasonably hard to reduce it to the appropriate
number. I suspect this would be easier starting a character from scratch.
Theif was simpler but it is apparent that 1 skill plus 1 per rank does not
really work for theif. While it was fine at the higher ranks it would make
the skill virtually useless at low ranks (sub 3 or 4). Also base chances
were not included for the effects of the default skills which are required.
Playing.
Most of the skills came in handy at some point in the game, teamwork stands
out as one that does not really work well as a game skill and may need to be
thought out a little more or removed.
I certainly felt that even though the skills I chose where as similar as
possible to the original skills that the new skills gave a greater array of
options and let to more inventive uses of the skills themselves.
The skills area knowledge and Spy/Thief Master I do think should not be
options that are only available by gaining a rank. I think if you have a
character that has learned an area as part of a game or has set up a Spy
ring etc these should be added to the number of abilities by a GM.
All in all I think the new skills add some more options for the characters
and work very well.
Spy 9/10
Thief 7/10
Mandos
/s
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