val Holryn wrote:
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On the other hand, this is not a small change for an issue that should have come up during play testing for the fast play edition. Why wasn't this discussed then, and why are we tackling it now?
The original CTN for Advanced spells in the Quicklaunch book was the 2 spell CTNs -10. It was too hard to use and would never make sense over individual adapted spells. The CTN number for how to build advanced spells changed a number of times during play test trying to find the right balance point. It was however just one aspect of the game that needed to be tested.
The core rule book is 400+ pages long and there's a lot to cover there in terms of play testing. We're almost exactly 3 years after the core rule book came out. There are hundreds of players finding combinations and innovating. It's inevitable that with enough time and consideration people will find combos that make you reconsider things. If you still have a copy of the Quicklaunch rules and compare them to what's was the released game, I think you'll find the current game far superior.
With a sweep of his hat,
Paul