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<blockquote data-quote="Lizard" data-source="post: 116456" data-attributes="member: 1054"><p>Very early impressions:</p><p>a)Some interesting mechanical changes. For example, when you threaten a critical, you do not roll again; you decide to use one of your 'action dice' to turn it into an actual critical. I am not sure I like this. The original system was, basically, "Anyone can get a lucky opening," (Threat) "but only an experienced fighter can reliably take advantage of it." (Actual critical) The new system loses this.</p><p></p><p>b)They use VP/WP, rather than HP.</p><p></p><p>c)Very "straight". It's just a touch over the top -- there's no elements of the supernatural in the core rules, and you can't really do even Jackie Chan style action. It's on an early James Bond level of realism. Future supplements may change this. Whether this is a 'bug' or a 'feature' depends on your taste. I am slightly disappointed, because I remember them advertising different "Global agencies", each covering a different aspect of the spy/action genre. </p><p></p><p>d)No attacks of opportunity. </p><p></p><p>e)The "department==race" thing is an interesting take on the concept, but they should have gone into more detail about what each class is likely to do in each department.</p><p></p><p>f)No multiclassing penalties.</p><p></p><p>g)Action dice. You get a fixed number of these per game session (determined by your level) and you can roll them to add to any roll. This allows you to succeed more often, and adds a tactical element of whether to use your dice or hoard them. I can see people quickly learning that "Action dice do you no good if you're dead." (There is, of course, no resurrection in this game.)</p><p></p><p>h)A vehicle chase system which looks very cool, but which I haven't tested.</p><p></p><p>i)"Mook" rules. Needed in the genre.</p></blockquote><p></p>
[QUOTE="Lizard, post: 116456, member: 1054"] Very early impressions: a)Some interesting mechanical changes. For example, when you threaten a critical, you do not roll again; you decide to use one of your 'action dice' to turn it into an actual critical. I am not sure I like this. The original system was, basically, "Anyone can get a lucky opening," (Threat) "but only an experienced fighter can reliably take advantage of it." (Actual critical) The new system loses this. b)They use VP/WP, rather than HP. c)Very "straight". It's just a touch over the top -- there's no elements of the supernatural in the core rules, and you can't really do even Jackie Chan style action. It's on an early James Bond level of realism. Future supplements may change this. Whether this is a 'bug' or a 'feature' depends on your taste. I am slightly disappointed, because I remember them advertising different "Global agencies", each covering a different aspect of the spy/action genre. d)No attacks of opportunity. e)The "department==race" thing is an interesting take on the concept, but they should have gone into more detail about what each class is likely to do in each department. f)No multiclassing penalties. g)Action dice. You get a fixed number of these per game session (determined by your level) and you can roll them to add to any roll. This allows you to succeed more often, and adds a tactical element of whether to use your dice or hoard them. I can see people quickly learning that "Action dice do you no good if you're dead." (There is, of course, no resurrection in this game.) h)A vehicle chase system which looks very cool, but which I haven't tested. i)"Mook" rules. Needed in the genre. [/QUOTE]
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