Eidolon Playtest

[PREVIEW] Design Session #44: Revisiting Damage, The Phantom Clock, and Downtime Moves


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It's a new year, and we are rapidly getting EIDOLON 2E to the finish line!

In this episode, we hit a smattering of random issues that we want to tackle. 

  • Damage is an important part of this game, and the way the rules are currently written, GMs are perhaps not given enough guidance on when to inflict it. Luke's been bangin' this drum for a while now, and he finally got Molly to go along with him!

  • We removed the limit on how many times you can Push Yourself, because we though the soft pressure of an oncoming Phantom fight would discourage people from doing it too much. Unfortunately, it turns out that Phantom fights are "cool" and "radical," and people aren't particularly scared of them! Maybe we oughtta change that.

  • The Downtime system still isn't quite firing on all cylinders. We keep having the bend our own rules to make it work how we want it to. Maybe should just... permanently bend them?

In addition to all that, we also review some of the pitches for Move name punch-ups! You can take a look at the spreadsheet where we documented the suggestions here.

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