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Numenera Core Rulebook
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<blockquote data-quote="ginsusamurai" data-source="post: 6436568" data-attributes="member: 6785684"><p><strong>5 out of 5 rating for Numenera Core Rulebook</strong></p><p></p><p>The setting for Numenera offers options for everything from cyber-punk laser battles to good old sword swinging dungeon crawls. This is the first game I've ever run and it makes the difficult task of being a GM much easier when the players decide to find a local fight club on their time off or want to pull of tasks that you have no real numbers for. Your gut allows you to make calls on the rules quickly without squabbling about a +1 or +2 on a roll. You can figure out just how capable a lvl 1 character is in a few minutes and after a few sessions you'll get a grasp of how powerful a max level character can be. And then build tasks to challenge either in moments without having to argue over tiny details. Improvised settings/monsters/challenges take seconds to figure out and explain and the players have the tools and knowledge to know quickly when something is beyond them or can take steps to put things in to the realm of possibility.The random swings of the d20 can be minimized by player choices, possibly even removing the d20 from the situation entirely but at a cost that the player knows and can anticipate. Randomness is only as random as the player wants it to be but ensuring success is trying and will burn out the character much faster. This gives players agency, the ability to decide outcomes or trust in fate. When the chips are down they can focus and make sure they survive, if but barely, preventing a TPK due to an ornery die that refuses to get above 10.The setting is a blast, the system is malleable, choices are everywhere and it keeps players engaged while letting a DM be as creative as they want.I love running this game and my players love being able to throw all manor of choices at me and I can roll with them in moments without even consulting tables. Great for beginners and a great change of pace for veterans.</p></blockquote><p></p>
[QUOTE="ginsusamurai, post: 6436568, member: 6785684"] [b]5 out of 5 rating for Numenera Core Rulebook[/b] The setting for Numenera offers options for everything from cyber-punk laser battles to good old sword swinging dungeon crawls. This is the first game I've ever run and it makes the difficult task of being a GM much easier when the players decide to find a local fight club on their time off or want to pull of tasks that you have no real numbers for. Your gut allows you to make calls on the rules quickly without squabbling about a +1 or +2 on a roll. You can figure out just how capable a lvl 1 character is in a few minutes and after a few sessions you'll get a grasp of how powerful a max level character can be. And then build tasks to challenge either in moments without having to argue over tiny details. Improvised settings/monsters/challenges take seconds to figure out and explain and the players have the tools and knowledge to know quickly when something is beyond them or can take steps to put things in to the realm of possibility.The random swings of the d20 can be minimized by player choices, possibly even removing the d20 from the situation entirely but at a cost that the player knows and can anticipate. Randomness is only as random as the player wants it to be but ensuring success is trying and will burn out the character much faster. This gives players agency, the ability to decide outcomes or trust in fate. When the chips are down they can focus and make sure they survive, if but barely, preventing a TPK due to an ornery die that refuses to get above 10.The setting is a blast, the system is malleable, choices are everywhere and it keeps players engaged while letting a DM be as creative as they want.I love running this game and my players love being able to throw all manor of choices at me and I can roll with them in moments without even consulting tables. Great for beginners and a great change of pace for veterans. [/QUOTE]
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