Eidolon Playtest

[PREVIEW] Design Session #35: Revisiting Downtime and Experience


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The game's downtime mechanics are... functional, but they're not really popping just yet. What specific role do we want them to play, and how can we adjust them to make them play it? Also, experience has been wonky in 2E from the start. We're constantly having to fudge numbers to avoid obvious feel-bad situations, and none of the minor tweaks we've come up with to fix it have helped. What can we do about that?

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