Riddle of Steel...Any Good?

Drew

Explorer
I see the occassional post about people playing using The Riddle of Steel. I checked their website, and it looks kind of neat. Is this game worth picking up? Is it well done? How does it compare to D&D?

If this has already been discussed, please link me to the relevant thread. Thanks!
 

log in or register to remove this ad

Drew said:
I see the occassional post about people playing using The Riddle of Steel. I checked their website, and it looks kind of neat. Is this game worth picking up? Is it well done? How does it compare to D&D?

If this has already been discussed, please link me to the relevant thread. Thanks!


Never played it but from what I have been told the combat is modeled to be accurate and quite lethal.

This to me suggests it would be a poor choice for a long campaign. In a campaign where combat is that lethal its hard to have long running characters.
 

I played a demo of it (taught by the designer, no less!) of the game, as well as its magic component (can't think of the name, but it used a similar system).

In mechanics, it almost reminded me of the old game "Liar's Dice" - where you commit pools of dice to a certain action, in the hopes that you guessed better than your opponent, and have enough reserved for your REAL action. You use d10's instead of d6's.

Like in real combat (I assume, never been in L-or-D), a real unblocked attack is likely to outright kill your opponent or take 'em out of the fight.
 
Last edited:

Riddle of Steel is great (kinda) for one-on-one duels. Its combat system, however, completely breaks down when dealing with multiple opponents or opponents that are not human shaped (the combat results rely on specific damage locations). There are no "monsters" in the rule book.

The guess-the-opponent's-move system doesn't quite work as advertised. One player has to announce how many dice from his pool he is using to attack. The other player doesn't need to guess, he just calculates the odds and allocates the minimum number of dice to stop the attack. Also, some of the rules are silly. Forex, you get a bonus to attack the opponents hands and a penalty to attack his head. However, a good hit to the hand (cutting it off or otherwise disabling it) will pretty much make your opponent helpless and dead anyway. Stuff like that.

The worst thing about the game is that there isn't a single page* that doesn't have a phrase similar to "Unlike every other FRP, Riddle of Steel ...".


Aaron


*ok, not every page but close enough.
 

I only played the game once but had fun, which in the end, should be a top criteria for determining if any game is "good". I agree with the other responses that the combat is lethal but I wonder why people are always quick to say how horrible a thing that is.
 

AlphaOmega said:
I agree with the other responses that the combat is lethal but I wonder why people are always quick to say how horrible a thing that is.

Mainly because the people who do say it don't want to spend time developing a character who gets killed in the span of a heartbeat. I liked RoS, but I would see it more as a game itself, rather than a means to an end. In other words, I could see myself playing it like D&D miniatures, or Battletech - once in a while in a competitive arena, before going back to my more favorite RPG's.

Aaron2 said:
The guess-the-opponent's-move system doesn't quite work as advertised. One player has to announce how many dice from his pool he is using to attack. The other player doesn't need to guess, he just calculates the odds and allocates the minimum number of dice to stop the attack.
\

Thanks for clarifying that; I misremembered the way that worked. It's still kind of a guessing game, though, because thanks to the number of successes needed, like in Vampire, even averages won't necessarily help you ensure you can block your opponent's attack.

I thought it was innovative, but in the end had the same kind of problems with it that I have with WEG Star Wars (to a lesser extent), Shadowrun, and Vampire.
 

Note: I'm responding to three different posts, so the quotes are from different people below.

Drew said:
I see the occassional post about people playing using The Riddle of Steel. I checked their website, and it looks kind of neat. Is this game worth picking up? Is it well done? How does it compare to D&D?

If this has already been discussed, please link me to the relevant thread. Thanks!

It is very well done for a specific kind of game. People always talk about the combat system, but that's not really the heart of the game - the spiritual attributes are. The Riddle of Steel is based around the idea of "what's worth fighting for?" The spiritual attributes are things your character believes in and serve kind of as both action dice (on crack), experience points to improve your character, and a guide to the ways in which the campaign could unfold. Basically, if you as a player don't act according to your spiritual attributes, you won't progress as a character and are quite likely to die. If you stick to things that are important to you, you potentially have tremendous power to shape the destiny of yourself and the world around you.

It's really very clever but requires a different style of play. For the game to work well, campaigns should be essentially player driven rather than the DM driven style most typical (but not exclusive) of a game like D&D.

Something that reinforces this is the magic system. If you try to play thinking of typical D&D balance mindset, then a sorcerer can easily become quite dominant. If you think of play in terms of spiritual attributes, and achieving what is important to you, the magic system actually becomes a very nice plot facilitator akin to the impact magic has in a lot of literature and myth. It's a bit controversial and may or may not be what you want. Some people love it, some people hate it. It's very easy to modify though, so there's a good chance you can warp it into something you like better with a very minimum of work (a few paragraphs of ideas - a page at most - and the system works completely different and is just as complete as in the book).

I recommend you go to the TROS boards and see what people say there. It's the kind of game that tries to meet specific needs, so it's good to know what you're getting into and whether or not that's what you want.

DocMoriartty said:
Never played it but from what I have been told the combat is modeled to be accurate and quite lethal.

This to me suggests it would be a poor choice for a long campaign. In a campaign where combat is that lethal its hard to have long running characters.

It works great for a long campaign, as long as the characters stick to their spiritual attributes. If they throw their lives at things that don't matter much they will die. If they fight for things they truly believe in then they will do great things. It's also pretty easy as DM to judge challenge in fights, since it mostly boils down to combat pool. Keep enemies a few dice below protagonists and the heroes are unlikely to die.

D&D actually becomes fairly deadly at higher levels. The real difference is that you have K-Mart level access to ressurection at high levels in D&D whereas there is no such thing in Riddle of Steel. You could add it very easily though since the magic system essentially allows you to do almost anything you want.

Aaron2 said:
Riddle of Steel is great (kinda) for one-on-one duels. Its combat system, however, completely breaks down when dealing with multiple opponents or opponents that are not human shaped (the combat results rely on specific damage locations). There are no "monsters" in the rule book.

To say it completely breaks down with multiple opponents is a bit misleading in my opinion. Terrain rolls cover that pretty well although not perfectly. Combat with multiple opponents on each side is cinematic style. In a movie, the camera narrows in on an interchange here, then moves somewhere else. It doesn't work round-robin like in D&D. Non-human shaped opponents are covered in the monster book, Of Beasts and Men.

Aaron2 said:
The guess-the-opponent's-move system doesn't quite work as advertised. One player has to announce how many dice from his pool he is using to attack. The other player doesn't need to guess, he just calculates the odds and allocates the minimum number of dice to stop the attack. Also, some of the rules are silly.

Aaron2 said:
Forex, you get a bonus to attack the opponents hands and a penalty to attack his head. However, a good hit to the hand (cutting it off or otherwise disabling it) will pretty much make your opponent helpless and dead anyway. Stuff like that.

The system is modelled on how combat works instead of trying to make every combat option equally viable. Also, it's hard to specifically target the hand. You do a swing to the arm region and, maybe, you might hit the hand - maybe a 1 in 6 chance unless you have a special accuracy gift. From what I understand, wounds to the hands, arms, and legs, were dominant in medieval and rennaisance melee combat. You're right. Going for the arms can be a good strategy. If you want to counter it you can wear heavier armor on your arms and nice gauntlets to protect them.

On the other hand, I'd rather lose a hand and have at least a slight chance of running for it than have my head cut off right off the bat. So I'd say that getting your hand hit is still better than your head.

Aaron2 said:
The worst thing about the game is that there isn't a single page* that doesn't have a phrase similar to "Unlike every other FRP, Riddle of Steel ...".


Aaron


*ok, not every page but close enough.

I agree. It's pretty unprofessional and even outright tacky. The book comes from a one man startup, so it's not as slick as books from larger companies. That is indeed a shortcoming that manifests in some other minor ways as well.
 

Henry said:
Mainly because the people who do say it don't want to spend time developing a character who gets killed in the span of a heartbeat. I liked RoS, but I would see it more as a game itself, rather than a means to an end. In other words, I could see myself playing it like D&D miniatures, or Battletech - once in a while in a competitive arena, before going back to my more favorite RPG's.

People are running long term campaigns in TROS without problems. If played in a certain style, life and death have a lot of meaning in TROS. The combat system is not the focus of the game in practice, even if it's what people always seem to focus on. Spiritual attributes run the show.

Example of a set of spiritual attributes:

Drive: To kill the man who killed my father
Destiny: To fulfill the lost prophecy of the Xanar Shardfinder and restore the power of the Empire
Passion: Love for the Emperor's daughter
Faith: The parinsian heresy
Drive: Defend the heretics from persecution

What impact does it have on a game when these things, defined by the player, are driving your character's effectiveness as well as his advancement?

Furthermore, other characters may have spiritual attributes or secrets that interact with these in interesting ways. They might even conflict. Interesting characters can even have self-contradicting spiritual attributes and they can play out that dissonance - and be rewarded for it!
 
Last edited:

Oops - I quoted this and forgot to respond. Sorry for the extra post, but I didn't want the comment to get lost in a late edit.

Aaron2 said:
The guess-the-opponent's-move system doesn't quite work as advertised. One player has to announce how many dice from his pool he is using to attack. The other player doesn't need to guess, he just calculates the odds and allocates the minimum number of dice to stop the attack

The other part of this equation is that each set of two exchanges pulls from the same pool of dice, so the number of dice the defender uses effects his ability to either attack or defend on the next exchange (depending on whether he won the initiative in the previous one - as in real fighting a skilled fighter can retain the initiative indefinitely). This creates a bit of a strategic game where you have to take care to defend yourself and press the attack, but never overextend yourself for fear of leaving an opening.

There are also other moves, such as counters and feints, that have a big impact. Weapon reach is also important and must be considered in the whole equation of how many dice to commit each time.
 

kenjib said:
The other part of this equation is that each set of two exchanges pulls from the same pool of dice...This creates a bit of a strategic game where you have to take care to defend yourself and press the attack, but never overextend yourself for fear of leaving an opening.

This is the part that reminds me of Liar's Dice. :) Don't under- or over-extend yourself or your opponent will have you in a corner.
 
Last edited:

Remove ads

Top