Thanks for that stuff KaptiDavy - I haven't yet really had a chance to look at it, as things have been a little hectic over the last couple of days, but I will try to get around to it.
Saturday's playtest day was IRE's first real outing (earlier versions weren't really a complete ruleset, and other playtests have been me playing against myself), so this was actually quite a trial by fire. Even I wasn't entirely sure if it was going to work.
However, I'm pleased to report that while we found a few areas that needed refinement and fine-tuning, all involved on the day felt that IRE was generally working well (or at least that's what they told me).
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As far as the things that were mentioned as possibly needing work:
- The psychic rules. Now that Hazards do not automatically cancel the power, I perhaps haven't compensated enough for how easy it is to cast certain powers. That said, the psyker present was supposed to be fairly formidable, so I may need to see more playtesting with lesser psykers.
- The NPC rules (not yet in the public version of the rules). These perhaps made the various goons a bit too hardy at times. In an attempt to not have to track injury for these nobodies, NPCs instead have to roll over the damage they've taken in order to stay in the fight, but they seemed a little good at managing that.
I feel reasonably confident in the overall idea of avoiding bookkeeping, but I may have messed up the percentages there.
- Characters can gain a lot of counter attacks in melee. Unlimited counter-attacks has theoretically always been possible (there has never been a cap on counter attacking, and I have often seen characters get three or more counter attacks in a turn), but as dodging has often been the go-to choice, has perhaps not been hugely apparent.
However, there has definitely been an increase, as counter attacks are now permitted against missed attacks. That is something I want to keep, otherwise a defender gets to counter-attack more against more skilled opponents (who should really be leaving fewer openings in their attack), but it may mean that dodging needs a buff again - IRE deliberately nerfed it, as it was too advantageous before, but parrying perhaps has the edge now.
Still, again, this is something I need to see with more characters and which I expect to change as players get used to the system.
As pretty much all of the characters on the day were using Reach 3 weapons (not too surprising, given their general prevalence under 1stE rules), weapon reach penalties never massively came into play, and that's mostly when you would choose to dodge (as dodging ignores reach modifiers in IRE).
Things may also change as players get more of a sense of manipulating not only their chances in combat, but also their opponents'. If players choose to outmanoeuvre their opponents, then their opponents will get fewer counter attacks.
- Various minor errata, like falling damage.
Of those though, a lot of it is just a case of adjusting a few modifiers. The underlying mechanics generally seemed to work, they just need some rebalancing.
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Of the points I'm particularly happy about from the day, I think I'm most happy with the modified close combat. The above questions about the fine-tuning of the parry/dodge balance aside, it seemed to work particularly well, producing a much more dynamic result than the "attack, dodge, attack, dodge" mantra from 1st edition.
The players have to think more about what they're doing, so it is a little more involved, although it never really felt sluggish* and the speed of play will naturally improve as players get used to the system.
* Possibly in part because the maths is a lot easier and less intrusive, but I feel that the opposed rolling mechanics also helped things never feel like a foregone conclusion. Before, it could mostly be assumed that a character would dodge the first attack in a turn, but would probably get hit by the third, making it somewhat tedious to even roll for them.
And on that front, we did see some brutally short close combats where a single attack or counter-attack rolled really well early in the fight and finished things very quickly. (That said, we also saw epic duels where characters traded blows for some time).