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=Things to Keep in Mind= {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Rules Bloat</strong> |- | Through the Breach offers a LOT of character options, with very few linear paths to take. While this is wonderful for creating truly unique characters unlike anywhere else, it can cause confusion for people who rely on knowing the leveling steps of classes for other RPGs. And unlike most other RPGs, many features come with a direct cost to the character in the form of a negative ability. One solution is to have Fatemasters keep tabs on the negative abilities of their Fated, and Fated players keep track of their positives. This would also help Fatemasters <s>be total dicks</s> ''create a challenging narrative'' to force players to face their chosen flaws. Don't go overboard with this, as you want players to enjoy themselves first, which includes a fair game A similar situation of rules bloat had occurred in Malifaux 2E, and resulted in the new 3E being much more streamlined. Through the Breach 2E was made with backwards compatibility in mind, so I'm unsure how they would tackle doing any streamlining if a TTB 3E was released while using the rules for the previous editions. |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Fire Power</strong> |- | In 1st edition, the magic system had a lot of hiccups. To give a quick overview there aren't pre-set spells; mage characters would have a basic spell template and then add modifications to it. For example if you wanted to throw a fireball, you'd take the range elemental attack then add fire and damage by increasing the difficulty to cast. In a group playing the Night of the Carver module there was a player who created a dabbler. The module was supposed to have the Carver harass the players as they try to retreat to the walls of Malifaux city. The Carver is a Master level NPC who was not meant to go down easily, in fact he had high armor that could reduce most attacks down to only 1 damage. But this dabbler had read his Fated Almanac and knew the power of fire. The first encounter with the Carver he wasted a few spells, until he was reminded of the Burning condition which ignores armor. He also had a high card in hand, he applied as much fire as he could to make his Burning +7. He flipped a low card, cheated in his high one and did one wound of damage, but Burning +7. At the end of the turn, the Carver exploded into fiery bits. The Carver reappeared three times, the group not at all afraid of the creature. With the module completely broken by one super fireball the players managed to get to the city, except for the Dabbler who wasn't allowed in because he clearly was a magic user... Moral of the story, don't cheese fire or you are gonna get burned. '''2nd Edition update''' This was mitigated substantially, as there's now a cap on burning added to spells at +3, and each stack will cost +3TN so you have to really commit to multiple high cards now. Still powerful if stacked, but the shared Fate deck will make multiple sorcery spells difficult to confidently cast in succession without soulstones/suits gained through other means. |}
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