During our previous session of playtesting, we noticed that the Stage has no rules on how to deal non-lethal damage. We didn’t really miss those rules during the past years, because taking prisoners is apparently quite rare on the Stage so far.
Yesterday, I introduced some new rules to deal with the issue of compounding and stacking Bonuses and Penalties. Compounding and stacking Bonuses are one of the remaining major balancing issues on the Stage.
Playtesting has revealed a lot of stuff in the Stage that needs to be fixed or improved. One of the major things that came up during the previous sessions is the issue of compounding and stacking Bonuses. I’ve come up with a solution for the problem.
I have been thinking about the Defense skill and how to simplify its use for a while. I want to get rid of the mechanic where GM’s have to keep track of Defense points (a secondary pool of hitpoints generated every round through a Defense skill check, see the Core Rulebook, pages 43 and 58) and other armor-related details. I’ve had an idea that has made me rethink some other uses of Skills as well.