Known 0.08 bugs


Since that version was not extensively playtested yet, there are "bugs" in the design that won't be discovered until I start that playtesting.

However, there are also known "bugs".  They are parts of the design I'm not completely satisfied with. Here are some examples:

1. Skills Choice: This one repeats almost for all classes and all 'builds'.  You gain too many skill ranks but there are too few skills in your class list to choose from, so you are compelled to choose irrelevant skills.  I really don't want to add more "filler" skills and I don't want to complicate the simple skill selection rules.

2. I'm using Edge and Hindrances as a cheap currency. Too many feats and abilities simply gives Edge on checks and too many condition / hazards mechanics simply force Hindrance.

3. The Bard is quite underpowered at the lower levels. That is a result of a fix I made to make it simpler, not broken and not boring to play.  It's a good fix, but it significantly weakens the class.

4. Once the Cleric tried to overcast and failed, it forces both the player and GM to work hard. This is good in general, and an experienced GM or player will handle it, but I don't know if I have given enough tools and direction to new GMs / players. 

5. The Druid is unfocused. They don't have a natural nicsh and at lower levels, their utility (especially at lower and mid levels) is limited to outdoor environments. I added some mechnical sweets, but it doesn't solve the problem. Also, I didn't delivered on the Seeds feature.

6. I spent a lot of desgin time so the Fighter won't be just a brute with a sword. However, there are very few Feat options, especially at lower-mid levels, for those who want to play specifically that brute archetype.

7. The Ranger is anemic. They are effective combatants and they are excel outdoors, but still, something is missing to make this class excting to play.  I don't like the Ranger's Make Shelter feat. It's feels like a 'press a button, get the output' feat. It's effective, but the player is not involved. There is no information-decision loop that makes it interesting.

8. The Sorcerer is a mess. It looks broken even before playtesting and our poor sorcerer definitely don't have enough tematic feats. They are almost compelled to choose the Additional Core since it is much more effective than the other choices. 

9. It's not a hard problem to solve, but currently the Wizard is currently missing some thematic spells to support their Specialization feats. Also, the Wizard lacks some feats.  

10. The Skill Adept is an effective, but a blend Complimentary. The Sage feels like a filler. 
11. The Companion is very strong. This is ok, since it should be difficult to gain a companion and you are punished if you don't take good care of it - but it will lead to a zoo-keeping party.

12. The Crafter is very effective at the hands of a creative player, but it feels blend on the surface. Few more Feats will make it more attractive.

13. The Spirit Disciple should be very interesting to play but it's weak in terms of mechnical benefits, which may lead some players away from it. Also, like the Cleric's "bug" I feel I didn't give the GM enough practical tools. 

14. The Warlock is very vague. This is on purpose, to give the GM full control of what the player will gain and force them to truly negotiate. This vagueness however carries a lot of problems with it. 

15. We need more Complementaries, the current variety is simply not enough. For some builds, the player may feel forced to pick one that conflicts their character theme.

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