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Codex Martialis- Your Opinions
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<blockquote data-quote="shadow" data-source="post: 5103889" data-attributes="member: 2182"><p>I finally got around to finishing reading the rules that Galloglaich was nice enough to send. I must say that I am impressed with the rules, although I will not be using them for the current campaign that I am planning.</p><p></p><p>The overall usefulness of the Codex depends largely on your play style. I found they work very well with "low-fantasy" and swashbuckling type games, but not so well with epic and cinematic games. If you want a ruleset that differentiates weapons and emphasizes tactics, this is the system for you. If you are looking for fast paced cinematic rules, look elsewhere.</p><p></p><p>I like how weapons incorporate more than just damage values. Now there are actual advantages and disadvantages to different fighting styles. However, this also means that players have to pay attention to their tactics in combat. (No more simply saying, "I swing my sword at the orc".)</p><p></p><p>One disadvantage to the system is that it requires slightly more complicated rules. Although, not unwieldy or impractical, it does require players to keep track of the opponents they are currently engaged in (as weapons bonuses differ depending on whether you are in <strong>onset range</strong> or <strong>grapple range</strong>). This makes it hard to use the system in fast paced, cinematic combat.</p><p></p><p>Also, combat tends to be more deadly using the Codex Martialis rules. The rules are fairly modular, so the level of lethality depends largely on the DM. However, if you are wanting to play a fighter who can take on large numbers of minions at once, you should look elsewhere.</p><p></p><p>All in all, though the rules don't fit my current play style I really like them. I'm considering combining them with Green Ronin's <strong>True Sorcery</strong> to create a Mythic Earth setting (ala - <strong>Ars Magic</strong>).</p></blockquote><p></p>
[QUOTE="shadow, post: 5103889, member: 2182"] I finally got around to finishing reading the rules that Galloglaich was nice enough to send. I must say that I am impressed with the rules, although I will not be using them for the current campaign that I am planning. The overall usefulness of the Codex depends largely on your play style. I found they work very well with "low-fantasy" and swashbuckling type games, but not so well with epic and cinematic games. If you want a ruleset that differentiates weapons and emphasizes tactics, this is the system for you. If you are looking for fast paced cinematic rules, look elsewhere. I like how weapons incorporate more than just damage values. Now there are actual advantages and disadvantages to different fighting styles. However, this also means that players have to pay attention to their tactics in combat. (No more simply saying, "I swing my sword at the orc".) One disadvantage to the system is that it requires slightly more complicated rules. Although, not unwieldy or impractical, it does require players to keep track of the opponents they are currently engaged in (as weapons bonuses differ depending on whether you are in [b]onset range[/b] or [b]grapple range[/b]). This makes it hard to use the system in fast paced, cinematic combat. Also, combat tends to be more deadly using the Codex Martialis rules. The rules are fairly modular, so the level of lethality depends largely on the DM. However, if you are wanting to play a fighter who can take on large numbers of minions at once, you should look elsewhere. All in all, though the rules don't fit my current play style I really like them. I'm considering combining them with Green Ronin's [b]True Sorcery[/b] to create a Mythic Earth setting (ala - [b]Ars Magic[/b]). [/QUOTE]
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