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Imperial Assault as pseudo-RPG
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<blockquote data-quote="innerdude" data-source="post: 6683109" data-attributes="member: 85870"><p>Had my first experience with Imperial Assault last week. </p><p></p><p>Two things: </p><p></p><p></p><ol> <li data-xf-list-type="ol">While it was fun, and I'd certainly play it again, I honestly don't see why it's getting such massive love on BoardGameGeek. It was a fairly run-of-the-mill minis combat game, with a few RPG advancement elements tacked on, nicely packaged in a Star Wars "sheen." It wasn't anything revolutionary. Brutal honesty, as a pure combat engine, anything I've ever run in Savage Worlds had better, more dynamic action than Imperial Assault did.</li> <li data-xf-list-type="ol">In no way would Imperial Assault be anywhere close to being a viable basis for an RPG---unless you're willing to make up literally every out-of-combat mechanic on the fly. If the purpose was to introduce some people who had never played RPGs before to some basic concepts, Imperial Assault wouldn't be a bad "gateway drug"....... but in all seriousness, I could set up something at least, if not more interesting using a set of Savage Worlds pre-gens and a basic combat scenario. To make it simple, you could use the basic Savage Worlds combat rules, and treat any other die roll as a standard ability check.</li> </ol></blockquote><p></p>
[QUOTE="innerdude, post: 6683109, member: 85870"] Had my first experience with Imperial Assault last week. Two things: [LIST=1] [*]While it was fun, and I'd certainly play it again, I honestly don't see why it's getting such massive love on BoardGameGeek. It was a fairly run-of-the-mill minis combat game, with a few RPG advancement elements tacked on, nicely packaged in a Star Wars "sheen." It wasn't anything revolutionary. Brutal honesty, as a pure combat engine, anything I've ever run in Savage Worlds had better, more dynamic action than Imperial Assault did. [*]In no way would Imperial Assault be anywhere close to being a viable basis for an RPG---unless you're willing to make up literally every out-of-combat mechanic on the fly. If the purpose was to introduce some people who had never played RPGs before to some basic concepts, Imperial Assault wouldn't be a bad "gateway drug"....... but in all seriousness, I could set up something at least, if not more interesting using a set of Savage Worlds pre-gens and a basic combat scenario. To make it simple, you could use the basic Savage Worlds combat rules, and treat any other die roll as a standard ability check. [/LIST] [/QUOTE]
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