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I Am For The Darkmaster, Actually
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<blockquote data-quote="Banesfinger" data-source="post: 9017159" data-attributes="member: 9164"><p>Thank you for such a comprehensive review.</p><p>Our group is about 10 session in as well, and I mirror many of your opinions:</p><p></p><p>"Niche protection". I agree, the utter freedom to chose any skills (focus, or generalist) has led to some issues (both good and bad):</p><ul> <li data-xf-list-type="ul">some of my players love they have such freedom in character creation. In D&D they hated that their Ranger had to take spells (for example).</li> <li data-xf-list-type="ul">a lack of skills will cause some balance problems (e.g. one of our players chose an Animist who focused on healing but had almost no skill in combat/weapons... she felt pretty useless for most of the combats). It is also very difficult for a GM to balance encounters if some PCs have massive HPs and attack bonuses, while others are as fragile as paper.</li> </ul><p></p><p>Tactical Round/initiative: many of my players actually liked this, instead of D&D's system. For example, they hated situations in D&D where they would be lined up in a 5-ft wide hallway and a combat starts, but all the guys in the rear had the best initiative roll, and couldn't move forward and basically missed their entire round. </p><p></p><p>Gold: the wealth system has taken some time to get used-to it. Our players have mixed feelings about this. While it does avoid the murder-hobo mentality and cleans up the minutia of tracking ever copper piece, it does eliminate some motivations (the Baron is offering a chest of gold). Dungeon room descriptions reduced to "a WL-1 pile of gold" leaves little inspiration.</p><p></p><p>Wounds: again, lots of mixed feelings. Our group loves the idea of wounds (and the death spiral) as opposed to D&D's 50 arrows in your chest mean nothing until a rat bites your last HP. But I think some of the wounds could be standardized to ease bookkeeping. And the group is still dubious about "stun locked" PCs.</p><p>Also, we are only on our 10th game, and the simplified Critical Hit charts (compared to RM) are already becoming repetitive. And that memory of "RM's cool crits" was what drew our group to this system in the first place (to make combat more exciting compared to D&D). </p><p></p><p>XP: I agree, Passions should have been exclusively attached to Drive (keeping them separate from XP).</p></blockquote><p></p>
[QUOTE="Banesfinger, post: 9017159, member: 9164"] Thank you for such a comprehensive review. Our group is about 10 session in as well, and I mirror many of your opinions: "Niche protection". I agree, the utter freedom to chose any skills (focus, or generalist) has led to some issues (both good and bad): [LIST] [*]some of my players love they have such freedom in character creation. In D&D they hated that their Ranger had to take spells (for example). [*]a lack of skills will cause some balance problems (e.g. one of our players chose an Animist who focused on healing but had almost no skill in combat/weapons... she felt pretty useless for most of the combats). It is also very difficult for a GM to balance encounters if some PCs have massive HPs and attack bonuses, while others are as fragile as paper. [/LIST] Tactical Round/initiative: many of my players actually liked this, instead of D&D's system. For example, they hated situations in D&D where they would be lined up in a 5-ft wide hallway and a combat starts, but all the guys in the rear had the best initiative roll, and couldn't move forward and basically missed their entire round. Gold: the wealth system has taken some time to get used-to it. Our players have mixed feelings about this. While it does avoid the murder-hobo mentality and cleans up the minutia of tracking ever copper piece, it does eliminate some motivations (the Baron is offering a chest of gold). Dungeon room descriptions reduced to "a WL-1 pile of gold" leaves little inspiration. Wounds: again, lots of mixed feelings. Our group loves the idea of wounds (and the death spiral) as opposed to D&D's 50 arrows in your chest mean nothing until a rat bites your last HP. But I think some of the wounds could be standardized to ease bookkeeping. And the group is still dubious about "stun locked" PCs. Also, we are only on our 10th game, and the simplified Critical Hit charts (compared to RM) are already becoming repetitive. And that memory of "RM's cool crits" was what drew our group to this system in the first place (to make combat more exciting compared to D&D). XP: I agree, Passions should have been exclusively attached to Drive (keeping them separate from XP). [/QUOTE]
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