PCI Eric wrote:
My playtest showed, without complexity, the game was the big ass sword game.
That's my concern, and why I'm hesitant to get rid of complexity as a whole. That's why I wanted to get a bit more info as to the logic behind the mechanic. Right now, I'm far more inclined to make it easier for players to reduce complexity in limited ways. However, I need to make sure I don't break something if I do that.
Right now, here's my thinking for my home game:
Dump the rule about needing Attack Focus to specialize in a weapon. This makes things a bit more internally consistent (to my mind anyway-fighting styles and soccer ours traditions remain as is). I think this will help give the game a bit more of a cinematic feel.
Attack focus essentially becomes Attack Acuity. Whether it stays a basic talent or gets moved up to a greater talent, I'm not sure. It gets dropped as a prerequisite (or replaced).
This is all half formed ideas. Too much going on around here during the weekend to really puzzle it out.