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<blockquote data-quote="C_M2008" data-source="post: 5226906" data-attributes="member: 65375"><p>Solid review. After a 5 month RPG hiatus I'm reintroducing this to my half-new/half-old group. We only got to finish most of the adventure in the GM book before real-life intervened.</p><p> </p><p>I agree with your assessment, the ideas are clearly brilliant, but the execution could have used a bit more work. The rules are a mess compared to other rulebooks and could use a clean, fluff-light players/character creation guide to get the basics across.</p><p> </p><p>One nag, the example you used would have Soak (damage reduction via armor for those who don't know) 8 instead of 4, the toughness value is added to the soak from the armor. Likewise the damage value is added to the strength score, if you were playing wthout doing it that way it would explain your character's easy time. I Ko'ed 3 of 4 players in one of the battles (one who had total soak value of 9!). Each side hits lots, but the soak values of the melee types makes each hit less punishing, Its quite nitty gritty for the less well armored characters however (who might be facing 11 or 12 damage with total soak of 3-4). Otherwise for difficulty I think adding an additional challenge die for higher rated monsters 4+ skull monsters are 2 dice and so on, might work nicely.</p><p> </p><p>I suspect this is a houserule but we said the default stance to start encounters and for "normal" activity was the space in the centre of the stance meter for the character; if you had a 3 reckless, 1 conservative stance meter the default stance is 1 reckless.</p><p> </p><p>The manuvers/ ranges worked pretty well for us, as PCs are generally clumped up to start a fight and the monsters the same so 1 group inevitably comes to the other minus a straggler or 2 with ranged weapons. I tend to visualise an "engagement" as the area the melee covers; in 4e D&d for example the engagement would consist of at least a 10x10 area(squares); as the battle shifts back and forth as bodies are battered about, steps are made to gain position and desperate dodges are attempted things tend to flow around--hopefully this interpertation makes sense to others. The general battleground basically.</p></blockquote><p></p>
[QUOTE="C_M2008, post: 5226906, member: 65375"] Solid review. After a 5 month RPG hiatus I'm reintroducing this to my half-new/half-old group. We only got to finish most of the adventure in the GM book before real-life intervened. I agree with your assessment, the ideas are clearly brilliant, but the execution could have used a bit more work. The rules are a mess compared to other rulebooks and could use a clean, fluff-light players/character creation guide to get the basics across. One nag, the example you used would have Soak (damage reduction via armor for those who don't know) 8 instead of 4, the toughness value is added to the soak from the armor. Likewise the damage value is added to the strength score, if you were playing wthout doing it that way it would explain your character's easy time. I Ko'ed 3 of 4 players in one of the battles (one who had total soak value of 9!). Each side hits lots, but the soak values of the melee types makes each hit less punishing, Its quite nitty gritty for the less well armored characters however (who might be facing 11 or 12 damage with total soak of 3-4). Otherwise for difficulty I think adding an additional challenge die for higher rated monsters 4+ skull monsters are 2 dice and so on, might work nicely. I suspect this is a houserule but we said the default stance to start encounters and for "normal" activity was the space in the centre of the stance meter for the character; if you had a 3 reckless, 1 conservative stance meter the default stance is 1 reckless. The manuvers/ ranges worked pretty well for us, as PCs are generally clumped up to start a fight and the monsters the same so 1 group inevitably comes to the other minus a straggler or 2 with ranged weapons. I tend to visualise an "engagement" as the area the melee covers; in 4e D&d for example the engagement would consist of at least a 10x10 area(squares); as the battle shifts back and forth as bodies are battered about, steps are made to gain position and desperate dodges are attempted things tend to flow around--hopefully this interpertation makes sense to others. The general battleground basically. [/QUOTE]
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