I've played quite a bit of it since GenCon when I picked up the book (a purchase I'd been waiting on for several years) and I'm enjoying it greatly. The character customization is fantastic: The 'classes' aren't so much classes as purchasing frameworks for how you spend your DP (Development Points). Some classes can advance certain skills easier (or gain bonuses to the skill per level), like the ability to Wear Armor, Stealth, History etc. etc.
All powers are available to all classes, they're just priced cheaper or more expensive accordingly. There's Ki (Think 4E Exploits gone even more over to the side of Wuxia/anime: Running on water, firing bolts of energy from one's weapon, teleporting slashes, etc.) Psionics, Magic (Which runs off a Path system: Fire, Water, Earth, Air, Creation, Destruction, Illusion, etc.) and Summoning (Which has two facets: The banishing, controlling and binding of creatures and Invocations, which are basically Summon-spells in the vein of old Final Fantasy: Big one shot effects that are meant to be your 'ohcrap' buttons, since Summoning in combat is difficult. The presumption with summoners if that they'll have their creatures prepared beforehand, either following them around or bound in objects).
Base mechanic is Skill + 1d100 roll, with 90+ exploding and giving you an extra roll. (Although each explosion, called an 'Open Roll', reduces the chance of another Open Roll occurring by 1....Essentially, after the first, you'd need a 91 to explode again, 92 after that... Its one of the stranger quirks, but you could probably houserule it away.
Characteristic checks, on the other hand, use a d10, wherein low is good and high is bad. They are the worst part of the system, IMO, as they are completely incongruous with the rest of the rules.
As far as combat goes, there is a 'combat chart' to determine hit and damage. However, the formula behind this chart is very simple to understand, and once you know it, you do not need to glance at this chart AT all to calculate. Degree by which you succeed at hitting your opponent directly effects damage: You can get by just as well by being a precise, accurate fighter as a 'I slap you with a sword the size of Missouri' fighter, the difference being the former relies on vastly surpassing your defense roll, the other relies on connecting. Combat can be fast and fairly deadly. Vastly moreso than 4E. Getting hit in Anima means you LOSE YOUR ACTION FOR THE COMBAT ROUND if you havent gone already. You can avoid this by choosing to 'absorb the hit' rather than actively dodge, which means you only get half your defense to your roll, but you don't lose your action. This is how heavily armored, slow fighters avoid being microperforated by extremely fast characters.
Overall, I'd rate the system as more complex than 4E, and on par with say Shadowrun 3rd edition/WFRP/Dark Heresy. Its slightly complicated by a few layout/organizational issues in the corebook, and the fact that FFG's translators did a very inconsistent job at some points. My Spanish is far from fluent, but with 4 years of AP Spanish that wasn't really used until this year when I started teaching in an urban high school, I'm confident I could have done a better job. I think the translators weren't aware that they were working on an RPG, and that certain key mechanics and terms needed to be clearly and consistently defined.
I don't want to overtalk the subject, but feel free to PM me if you want more information. Also, the game has perhaps the friendliest official forum (
- Index) community I've seen for any RPG, and the games developers regularly (And by regularly, I mean several times a week) post there in answer to questions/clarifications. Likewise, the playerbase (particularly, the international community, where the game has been available longer) have also shown themselves to be incredibly willing to help.
A friend of mine described it to me. Apparently you have a 1-100 rating in a skill/stat or whatever, and then you use d% as your standard roll and add it to the relevant thinger.
Which makes no sense to me. It's like taking the Unknown Armies base mechanic and making it more complex. Awkward.
Of course, I haven't seen it in play. Adding double digit numbers on the fly for the entire game might be less annoying than it sounds.
You can have over 100 in skills/attack/defense.
I don't see how this is awkward or complex, other than the fact that its big numbers. I'm not a big fan of math (And abhor anything past Algebra II, hah) but I can do pretty much all of the math in Anima in my head. I wouldn't let yourself get too worried.
