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<blockquote data-quote="zakael19" data-source="post: 9822869" data-attributes="member: 7044099"><p>I've been running for about 8 sessions now, starting with Delian Tomb and then after a couple of sessions of that deciding it was interesting enough to us to try something full-campaign level.</p><p></p><p>Cons up front:</p><ul> <li data-xf-list-type="ul">It's a pretty complex system, which I think you kinda know getting into it right? Figuring out how to check for all the possible reactions can make for some back peddling or "oh crap, wait" moments on a regular, but does lead to cool "whoa, all that piled on together" stuff. It also does certain things just a little bit different then say 4e in terms of wording or the like that if you're familiar with other tactical-focused RPGs that have come out in 4e's descent you'll need to double check assumptions and learn a new lexicon.</li> <li data-xf-list-type="ul">The character design and inherent world-building is pretty opinionated.</li> <li data-xf-list-type="ul">"Standard" to "Hard" fights <em>do</em> take a while for my group. A good part of that is probably that first bullet, but I've also never personally had the group of system-mastery players that a game like this probably absolutely sings with.</li> <li data-xf-list-type="ul">The negotiation system is very cool, but has some iffy choices as presented that can be a bit of a trap IMO (lots of Reddit posts about this).</li> <li data-xf-list-type="ul">Coming from a mild 4e + heavy PBTA background, I find the way they've structured the Skill Checks and outcomes a bit unnatural.</li> </ul><p></p><p>Pros:</p><ul> <li data-xf-list-type="ul">The combat system really does deliver what it promises. The more your players can take the already cool baseline in the abilities and their flavor via names + short description and build on that with the set and player-facing Tier outcomes the more cinematic your combat will be.</li> <li data-xf-list-type="ul">The characters you get from the opinionated system are chock full of "wait, what? <em>really? </em>that's awesome!" stuff. Especially when the party is pushing deep on a high Victory count, crazy stuff happens in combat.</li> <li data-xf-list-type="ul">When you reserve the negotiation system for NPCs that have no reason to be kindly disposed (or neutral at best), and leverage its mechanics, you get a really nice framework for everybody to get involved in the social situation.</li> <li data-xf-list-type="ul">You can use montages and/or extended skill challenges to reward Victories in service of progression towards play goals without always doing back-to-back Encounters.</li> </ul><p>Edit: and all that to say I'm not sure I have it in me to continue for the long haul, and I think that's mainly not finding the complex tactical combat worth the squeeze for me.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9822869, member: 7044099"] I've been running for about 8 sessions now, starting with Delian Tomb and then after a couple of sessions of that deciding it was interesting enough to us to try something full-campaign level. Cons up front: [LIST] [*]It's a pretty complex system, which I think you kinda know getting into it right? Figuring out how to check for all the possible reactions can make for some back peddling or "oh crap, wait" moments on a regular, but does lead to cool "whoa, all that piled on together" stuff. It also does certain things just a little bit different then say 4e in terms of wording or the like that if you're familiar with other tactical-focused RPGs that have come out in 4e's descent you'll need to double check assumptions and learn a new lexicon. [*]The character design and inherent world-building is pretty opinionated. [*]"Standard" to "Hard" fights [I]do[/I] take a while for my group. A good part of that is probably that first bullet, but I've also never personally had the group of system-mastery players that a game like this probably absolutely sings with. [*]The negotiation system is very cool, but has some iffy choices as presented that can be a bit of a trap IMO (lots of Reddit posts about this). [*]Coming from a mild 4e + heavy PBTA background, I find the way they've structured the Skill Checks and outcomes a bit unnatural. [/LIST] Pros: [LIST] [*]The combat system really does deliver what it promises. The more your players can take the already cool baseline in the abilities and their flavor via names + short description and build on that with the set and player-facing Tier outcomes the more cinematic your combat will be. [*]The characters you get from the opinionated system are chock full of "wait, what? [I]really? [/I]that's awesome!" stuff. Especially when the party is pushing deep on a high Victory count, crazy stuff happens in combat. [*]When you reserve the negotiation system for NPCs that have no reason to be kindly disposed (or neutral at best), and leverage its mechanics, you get a really nice framework for everybody to get involved in the social situation. [*]You can use montages and/or extended skill challenges to reward Victories in service of progression towards play goals without always doing back-to-back Encounters. [/LIST] Edit: and all that to say I'm not sure I have it in me to continue for the long haul, and I think that's mainly not finding the complex tactical combat worth the squeeze for me. [/QUOTE]
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