CapnZapp
Legend
Unfortunately it's a complete mess.Tracking multiple conditions is a red flag for my table right off the bat I must say. Can anyone flesh that out a bit?
Every condition has its own special rules, and nothing works the same. They all have various modifiers to keep in mind that might or not be conditional. You might get -10% to all tests, but your opponent might also get +1 SL on their tests against you. They all require further die rolls at the end of turn, except when it's at the end of every other turn.
Terror is Psychology which isn't a Condition but still works much like one. Fear is Psychology too but doesn't work the same: instead of making a Cool test or suffer the monster's Rating in a number of Broken conditions, you need to gain the monster's Rating in Success Levels or gain, not a -10% penalty but a -1 SL penalty, and risk a Broken condition if you fail a later test.
Broken bones and torn muscles are Conditions in all but name. Their rules differ with severity and hit location.
I consider myself very crunch-resistant but this game wore us down. At first you think the opposed tests are going to save you die rolling, but that's before you realize the horror in all the maintenance and special exceptions of Conditions.
But you know the worst part?
It all feels so unnecessary! Nobody asked for an edition like 2E but with a sh*t-ton of cluttery little special rules added. Precious few of the rules address the valid concerns against 2E - most of them just come across as badly written house-rules that just bury the GM and players in rules cruft.
The old-school notion that more rules and more special exceptions is always better truly lives at Cubicle 7!