I completed my second playtest of Chronoplex last weekend at Who’s Yer Con. Here’s what I learned:
- Combat worked, but blocking didn’t really get tested. Is blocking needed or is it already covered by the opposed rolls?
- Prior training points are gained too fast. Up the attempts needed from five to ten.
- Pain threshold didn’t shorten conflict, but neither player used a weapon. Might that be the difference?
- Damage track works, but took some explanation. Work on a better explanation (see below).
- Need to have a more uniform distribution of talents per skills. Cover all one-to-one pairs.
- For simplicity, make higher talent the primary. Then attempt points can always be based on the primary talent.
- One of my design goals is to keep conflict resolution simple, but the rules as written may not reflect that. Need to revisit.
- I suck at teaching rules! I need a script, or at least an outline.
- In the future, design for the extreme player, not for the conservative player. If a player asks, “Is there a limit?” the answer should be “Yes,” no matter what it is. Otherwise they will take you at your word.
- Need to decide on lower limit for ability scores. At what point do they become too low for a character to be viable?
- PREPARE! PREPARE! PREPARE! I could have gotten so much more out of the playtest if I had planned it out in advance!
Overall a few frustrations, some caused by my own procrastination, but I don’t want to get bogged down by the negative. Overall things are working. I don’t need a total overhaul like last playtest, just some adjustments. That’s progress.