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Jimbozig posted:Well I had just made public all the Tailfeathers stuff the night before countblanc posted this thread. I'm still in the process of trying to get the word out. I'm super busy, so I'm trying to squeeze in little tasks here and there - I just sent out the email to my mailing list, for example. If anyone reading this thread also posts other places - other forums, reddit, twitter, etc, then I'd really appreciate any help you can give in letting people know about the game. Just downloaded Kazzam and it looks really interesting! Where’s the best place to provide feedback? One thing that might help is including a brief example of play - not a full 5-a-side match, but just a couple of example turns to help showcase the flow of the game and some of the neat things that players can do.
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# ¿ Jan 24, 2023 05:28 |
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# ¿ May 12, 2024 18:43 |
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Jimbozig posted:If it's feedback that you think would potentially make for good discussion, just post it here. Otherwise, you can PM me or email me: jmcgarva at gmail. It’s mainly just clarifications from my initial read-through, but I’ll try a test game soon: Reactions and interrupts- My 4e brain thinks these should be limited to 1/turn but I can’t see that restriction mentioned. Hexer - Two powers have the same name (Homard’s Patient Shot) Wandslinger - It seems that Ricochet Shot (ignore LOS and cover on basic implement attacks) would allow those attacks to be made into / out of the Dungeon. Is that correct? Tinker - Voko’s Lariat and Irena’s Cloak are duplicates of each other. However the correct version of Irena’s Cloak appears in the stat block for Hayward Marquiss on pg 60. Charmer - How does the Lasting class feature interact with Effect 2 of the Luck Charm encounter power (pass all saves until you fail a save?) Tamer - The Scalehound’s Hissing Howl appears to work against the creature’s intended tactics - pushing enemies away from its free end of turn grab, or out of an existing grab. Role Boosts - do these apply on attacks that do not roll to hit - eg Tamer’s Creature attacks for Spitting Tree and Scalehound?) NPC Teams - Each NPC team has a special team ability (Team Effort / Agile / Untouchable etc). Are PC teams supposed to have something equivalent, or is that what Miss Tokens are for?
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# ¿ Jan 26, 2023 23:20 |
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Just saw a couple more duplicated ability names: - Hexer (pg 17): Foyle’s Patient Porcupine - Wardmaster (pg 19): Wild Rage Also I just realised the Lasting / Luck Charm interaction would also make subsequent Effect 2s on that target last indefinitely as well. Will try that out in my test game! The unlimited reactions thing is interesting - although it looks like there’s only one ability that forces opponents to grant an Opportunity (Charmer’s Antigravity Jinx). Will try that too. The only other thing I’m a bit confused on is the Porter’s Involuntary Lift. How does a ranged Grab interact with the rules on page 12? Eg is the Porter limited to 2 grabs at a time, is “moving out of reach of the grab” via forced movement based on the Porter’s implement range, and does the target move too if the Porter undergoes forced movement?
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# ¿ Jan 27, 2023 05:34 |