And just to add, we are testing the entire novel concept of hex bases, range, damage system and movement. (I know other games might have used all these in the past, but our system is ours and new, nobody knows if this combination works or not) If the test fails to produce an acceptable and interesting gameplay (which I'm sure will happen...), then a simpler system for now makes it much easier to know where the heart of the problem lies. After we have the basic points set in stone, we'll then go work on the more detailed part of the rule not so directly relevant to enjoyability.
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