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zeeblee

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Posts posted by zeeblee

  1. I've experimented with delayed progression. Everyone got 1 exp at the end of every session, but the official epilogue portion (destiny steps, pursuit steps, and exp spending) only happened at the end of narrative arcs. Some of the arcs were quick while others lasted awhile, but it seemed to do a decent job of slowing growth to a manageable point for a longer campaign.

  2. 3 hours ago, KrazyIvan said:

    As a TO I'd disallow discard pile tracking on sheets of paper. It's a violation of the spirit of the rules, and it causes slow play.

    It's fine for practice in casual games where everyone agrees to it, but in a competitive setting you need to be able to count cards. That is part of the skill of being good at Malifaux.

    I think banning due to slowed play makes sense, but I'm not sure recording results is opposed to the spirit of the rule.

  3. It would be nice if the core pursuits got updated with 0-step talents, but at least they are still overall powerful if you dedicate some time to them (I think they may still be the only source of Flurry-style talents as an example).  They are also still decent at representing unspecialized versions of pursuits which show up in other books.

  4. As has been said, I think the core of the problem is that your players are used to/want to play Dungeons and Dragons (or Pathfinder or any other game with a well-defined set of challenge ratings and Diablo-style loot progression).

    But if you're all dead set on playing Through the Breach in-system (instead of applying the setting to another system), then the above suggestions are great.  Other things you can do would be to set a sort of monetary investment goal for the group.  As Amers&nd mentioned, his group is funneling a lot of their gains into running a business.  This expands the reward pool outside of adventuring gear (guns and armor) and adds in things like employees, architecture/property, licenses/permits, tools of the trade (enchanted distillery!  Clockwork massage machine!), and other weird random stuff that doesn't give a :+fateto fighting.

    In truth, if you want to hand out items that make your players better at killing, well the combat is going to get really funky.  There are many threads already sitting around discussing how the combat balance is currently in an odd goldilocks zone.  Enforcers are on par with starting players, but powerups and such will allow them to beat them relatively easily.  So you're stuck with either throwing enemies that require your players to flip/cheat only face cards (making combat a slog of failure) or sending large numbers of enemies at them to cause damage by attrition.  At this point your best bet is then to get REALLY into environmental setup in order to produce :-fatefor your players and other hazards.  It is a lot of work, but I've found every game system that doesn't come with a Monster Manual filled with challenge ratings runs into the same Fatemaster/Gamemaster/Storyteller workload.  The alternative of course is to go combat-light, but it doesn't sound like that's the solution you're looking for.

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  5. I think Phiona could have fit wonderfully as an Arcanist, but would have pushed the faction further into "should be renamed M&SU" territory. I wonder what her feelings toward Foundry models are...

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  6. I think the upgrade design mostly holds to "required" upgrades being Limited, and thus one of a few play style options for the master. Dreamer shows off this design by either becoming a beater or a summoner.

    Now, I don't think every master falls into this philosophy, but my guess is that was the original intention. For Zipp it sounds like both give him condition removal in addition to one other thing. We'll just have to see how much his options offer him different play styles.

    I think him being Insignificant is a powerful disadvantage, but it also pushes you to use him for heavy disruption since he can't scheme. Sort of like how non-killy masters have to rely on their crews for damage output. His disruption looks to be rather amazing in how he can precision target via his speed and large-impact markers and attacks.

  7. Depending on the merc uogrades's cost and whether it has additional benefits, I wonder if Nellie may actually make use out of the cheap merc that everyone avoids (basic Freikorpsmen for example).

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