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I think we're done with 4E
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<blockquote data-quote="NerfedWizard" data-source="post: 4572000" data-attributes="member: 68865"><p>Would it be cheeky for me to plug my game, Omnifray - <a href="http://www.omnifray.com/" target="_blank"><span style="color: #810081">http://www.omnifray.com</span></a></p><p> </p><p>I've never seen a match for it in terms of the tactical element and sheer number of options a combat character can have in actual combat (want to mix a vicious strike with a mighty blow at 1st level? be my guest - or do you think you need to spend more energy points and use a death blow this time? maybe you need to save energy points and just do a sure strike - or how about going all out with burst of speed and burst of strength, or throw your toys out of the cot in a berserk rage?). Even if some might be "better" statistically (and that will depend very much on your opponent), you have to save energy points for when you need them, so judging which power is appropriate is important.</p><p> </p><p>Combat can be very quick because although injury is dealt as a percentage (i.e. 100% injury = destruction of victim), mooks do not keep track of injury but instead have an equivalent % chance of dying (and ref's discretion for major injuries etc. if you roll close to the required number).</p><p> </p><p>Omnifray has two basic mechanics which most players seem to really like. It has a continuous randomised "speed of action" system (no "rounds" or "turns" or "phases" or "initiative" - each action takes a random number of "segments" of 0.1 seconds depending on how quick you are, and you just keep track of how long it is until your next action). It also has a core mechanic of matching stat v stat to get a % success chance. Sometimes you make a "rough and ready" roll where, if you have X% success, you have to get under X to get at least a clear success or clear hit.</p><p>Then reverse the dice (e.g. 54 becomes 45) and if that's under, you get +1 success category (fail => modest success, clear success => critical success).</p><p> </p><p>Most people who've played Omnifray have enjoyed it tremendously - the only drawback is that sometimes they find it a little complicated, but that's the price you pay for tons and tons and tons of options and total flexibility.</p><p> </p><p>Some convention playtesters who were only exposed to one 4-hour slot of Omnifray felt that (even with non-magical PCs) they had too many options (each 1st level character gets a small menu of feats powered using energy points). However in longer games lasting a few sessions or more people tend to get the hang of the basics pretty quickly.</p><p> </p><p>The general view seems to be that the setting (the Enshrouded Lands) is awesome. It appears non-magical at first glance (inhabitants:- humans and animals), but magic bubbles away beneath the surface, beyond the ken of the common folk. Also brim-full of secret cults etc. which are detailed in the 2nd book (the Expert Manual).</p></blockquote><p></p>
[QUOTE="NerfedWizard, post: 4572000, member: 68865"] Would it be cheeky for me to plug my game, Omnifray - [URL="http://www.omnifray.com/"][COLOR=#810081]http://www.omnifray.com[/COLOR][/URL] I've never seen a match for it in terms of the tactical element and sheer number of options a combat character can have in actual combat (want to mix a vicious strike with a mighty blow at 1st level? be my guest - or do you think you need to spend more energy points and use a death blow this time? maybe you need to save energy points and just do a sure strike - or how about going all out with burst of speed and burst of strength, or throw your toys out of the cot in a berserk rage?). Even if some might be "better" statistically (and that will depend very much on your opponent), you have to save energy points for when you need them, so judging which power is appropriate is important. Combat can be very quick because although injury is dealt as a percentage (i.e. 100% injury = destruction of victim), mooks do not keep track of injury but instead have an equivalent % chance of dying (and ref's discretion for major injuries etc. if you roll close to the required number). Omnifray has two basic mechanics which most players seem to really like. It has a continuous randomised "speed of action" system (no "rounds" or "turns" or "phases" or "initiative" - each action takes a random number of "segments" of 0.1 seconds depending on how quick you are, and you just keep track of how long it is until your next action). It also has a core mechanic of matching stat v stat to get a % success chance. Sometimes you make a "rough and ready" roll where, if you have X% success, you have to get under X to get at least a clear success or clear hit. Then reverse the dice (e.g. 54 becomes 45) and if that's under, you get +1 success category (fail => modest success, clear success => critical success). Most people who've played Omnifray have enjoyed it tremendously - the only drawback is that sometimes they find it a little complicated, but that's the price you pay for tons and tons and tons of options and total flexibility. Some convention playtesters who were only exposed to one 4-hour slot of Omnifray felt that (even with non-magical PCs) they had too many options (each 1st level character gets a small menu of feats powered using energy points). However in longer games lasting a few sessions or more people tend to get the hang of the basics pretty quickly. The general view seems to be that the setting (the Enshrouded Lands) is awesome. It appears non-magical at first glance (inhabitants:- humans and animals), but magic bubbles away beneath the surface, beyond the ken of the common folk. Also brim-full of secret cults etc. which are detailed in the 2nd book (the Expert Manual). [/QUOTE]
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