Accessibility is good game design. Balance and fair difficulty progression is good game design. Keeping as close to possible to a Tabletop ruleset without considering either of these things is not good game design.prodigydancer wrote:Yeah, let's dumb it down for the mainstream crowd. Nevermind that casuals will never play this game anyway.Havelok_ wrote:It makes the game more accessible for new players
They have likely had this change in the back of their minds for some time. Now that the game is content complete, they came to the realization that they cannot keep the pools as they are. This was largely due to beta feedback, which consists of people who are, as you say, the farthest thing from casual players imaginable. As far as "impossible" is concerned, since there are so few combat encounters in the game and the fact that it makes up a rather small portion of the gameplay means that it is far from an impossible task to rebalance said encounters with this new stat. And as they have already mentioned, it makes said balance *easier* to perform, not more difficult.Switching to HP means you must rework everything related to combat: stats, skills, items and encounter design. Many things need to be redesigned from scratch and then thoroughly tested. Of course, less than a year from release it's simply impossible.
The developers of this game were far more interested in the *setting* of Numenera, rather than its parent ruleset, the cypher system. The ruleset implementation was a giant question mark since the very beginning of development. No one knew how well it would translate into video game format, what things would need to be changed and how drastically. The Cypher system is heavily GM dependent, and without a GM, some things simply do not work well. What things do and do not work well without GM intrusions were to be discovered via playtesting. The playtesting has shown that the death spiral mechanic present in core cypher system rules does not translate well into video game format.Finally, why even adopt an RP ruleset that you aren't going to use anyway? I'm not such a huge fan of Numenera, but you can't change basic rules and claim it's still the same ruleset.
Finally, punishing a player for not understanding the core mechanics of the game might be something the old infinity engine games did, but it does not mean this particular feature of those games should be preserved. The purpose of this game is to tell a story, and the mechanics should aid in that endeavor, not stand in the way by being unnecessarily obtuse and punishing.