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Arcanis: The Roleplaying Game
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<blockquote data-quote="val Holryn" data-source="post: 6474894" data-attributes="member: 6787899"><p><strong>5 out of 5 rating for Arcanis: The Roleplaying Game</strong></p><p></p><p>Many players may be familiar with the old "Living Arcanis" D&D campaign that won several Origins Awards and was heavily followed by players at major Cons such as Origins and GenCon. Now the game world has been reborn under its own (Origins Award winning) rules set...which is tailored to more closely map the vision of Henry Lopez than a strict adaptation of D&D would allow. While the game has enough similar touch point to make it accessible to the normal D&D player; changes in how the game handles initiative/combat order and magic give it a distinct feel that has more to do with "Sword and Sorcery" than a more standard "High Fantasy." For example all combat actions have a cost in "TICKS". Standard attack with a dagger? 3 Ticks. With a Greatsword? 6 Ticks. The GM controls the master clock. So if you go on a count of 2 and strike with a dagger you go again 3 ticks later on the count of 5 (8, 11 etc). The greatsword wielder starting on a count of 2 goes again on 8. These basic attacks get modified by different "tricks" or "techniques" that one learns with specific weapons or as part of specific martial training. Mighty Sweeping strike with a Greatsword? 8 Ticks, but you hit 2 people and do extra damage. Daggers, side swords and even war picks all get their unique tricks. FINALLY we get a game system that rewards choices beyond picking up the heaviest most damaging weapon you can wield in 1 (or 2) hand(s)! Spell casting abandons D&D's "Vancian" baseline of cast and forget. Instead casters have a more limited repertoire with a strain system that balances well against weapon attacks. And of course, as it has storie set against the backdrop of a declining Coryani (Romanish) Empire and the successor states that are rising around its borders. While the campaign world features a few genuine "Black Hats," like the Silence and its agents the Voiceless Ones (more or less mind flayers on steroids) which seek to "turn off" the universe ... most times who is a "Good Guy" is a subjective judgment that varies based on factions and nationality. Moral dilemmas and interactions with complex "agenda driven" NPCs are as important to resolving a traditional Arcanis adventure as swing your sword and casting spells. As long as that remains true I'll keep following Henry and PCI whatever they produce.</p></blockquote><p></p>
[QUOTE="val Holryn, post: 6474894, member: 6787899"] [b]5 out of 5 rating for Arcanis: The Roleplaying Game[/b] Many players may be familiar with the old "Living Arcanis" D&D campaign that won several Origins Awards and was heavily followed by players at major Cons such as Origins and GenCon. Now the game world has been reborn under its own (Origins Award winning) rules set...which is tailored to more closely map the vision of Henry Lopez than a strict adaptation of D&D would allow. While the game has enough similar touch point to make it accessible to the normal D&D player; changes in how the game handles initiative/combat order and magic give it a distinct feel that has more to do with "Sword and Sorcery" than a more standard "High Fantasy." For example all combat actions have a cost in "TICKS". Standard attack with a dagger? 3 Ticks. With a Greatsword? 6 Ticks. The GM controls the master clock. So if you go on a count of 2 and strike with a dagger you go again 3 ticks later on the count of 5 (8, 11 etc). The greatsword wielder starting on a count of 2 goes again on 8. These basic attacks get modified by different "tricks" or "techniques" that one learns with specific weapons or as part of specific martial training. Mighty Sweeping strike with a Greatsword? 8 Ticks, but you hit 2 people and do extra damage. Daggers, side swords and even war picks all get their unique tricks. FINALLY we get a game system that rewards choices beyond picking up the heaviest most damaging weapon you can wield in 1 (or 2) hand(s)! Spell casting abandons D&D's "Vancian" baseline of cast and forget. Instead casters have a more limited repertoire with a strain system that balances well against weapon attacks. And of course, as it has storie set against the backdrop of a declining Coryani (Romanish) Empire and the successor states that are rising around its borders. While the campaign world features a few genuine "Black Hats," like the Silence and its agents the Voiceless Ones (more or less mind flayers on steroids) which seek to "turn off" the universe ... most times who is a "Good Guy" is a subjective judgment that varies based on factions and nationality. Moral dilemmas and interactions with complex "agenda driven" NPCs are as important to resolving a traditional Arcanis adventure as swing your sword and casting spells. As long as that remains true I'll keep following Henry and PCI whatever they produce. [/QUOTE]
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