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New Arcanis RPG - has anyone played it?


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I'm just glad to see the poor d12 get some love... even if it is just as an initiative tracker!

D12_Cries.jpg


the d12 is also the pinnacle of character development as all Attributes cap at d12 for your attribute die.
 

Has anyone played this recently? Reviews are good, but I am hoping someone who knows the meat of the game chimes in here...


edit: Found another pretty good review of the game here:
[Arcanis RPG] What do people think of it?

We are also selling the pdf for 12.00 on RPGnow for the New Year, New Game sale!

I would tell you how amazing the game is and that I run it every Sunday, but I'm a little bias as I was one of the lead rules developers for the new system. :D
 

Because of this thread, I looked at the two reviews posted, then ran right down to my FLGS and bought it.

Looking back to, oh, 3 hours ago, I likely _shouldnt_ have just bought it, since I have to convince my group to play with me, but Ive been SCOURING these forums looking for hints of a good, non-D&D title that had crunch (I LOVE Alpha Omega for a sci-fi setting but wanted something similar for fantasy).

My initial read-through has me quite hopeful. The only negative is that the system is so intristically tied into its own background fluff to the point that armor and weapon proficiencies, etc, relate to where you are from, but I imagine that could be house-ruled to fit a land of our own device quite easily.

Thanks for the tip!

Kealios from San Jose, CA

Kealios,

If you have any questions (will doing X brake Y.. or why did you do Z) don't be afraid to ask...

I'll do my best to answer them...
 

I played the Free RPG Day quickstart module and thought it was a pretty good system. The basic die rolling mechanic was very simple to grasp. The combat system is such that each action has a speed incorporated into it. So your turn in the initiative order changes based on what speed attack you used last (and what speed attacks the rest of the combatants used). It is a novel concept and creates unique decisions in combat (one slow, mighty swing with a maul vs. many light jabs with a dagger) but it is more cumbersome than a static initiative order and I could see it being a pain in the neck for the GM and slow the game as a whole. (Although that's a gut reaction without having multiple sessions under our belt.)

When we came up with the idea, and play tested it the first time we felt very much the same way...

But, we (and our players) found that after your 2nd combat things started to move along much faster.

Once you know your character and grasp the system, things move along much quicker and start to feel even more dynamic.
 

Into the Woods

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