I recently returned from Origins, where I played several RPGs. Some went as expected (4e D&D), some went better than I was expecting (WHFRPG, Forbidden Lands), and some were amazing fun (Savage Rifts). But the one that struck me as the most disappointing was Numenera.
My first encounter with Numenera was several years ago at GenCon, GMed by someone associated with Monte Cook Games. It went okay. Most of the fun was with the other players at table, reinforcing the idea that almost any system can be fun with a good group. The second time we tried it was in my home group with a friend GMing it. It ended after two sessions - for the same reasons I will explore below with the bad experience at Origins. Then most recently, I played at Origins. Through no fault of the GM or the other players, it was one of the worst RPG experiences I've had at a con - completely the fault of the rules.
Here are the continual themes of problems I've noticed with Numenera.
1) Too much Damage Reduction - not enough ways around it. I couldn't damage the enemies, even on a critical hit. Half the party members had no way of significantly contributing to a battle.
2) Nearly every attack damages Might. Spreading this out to the other ability scores would have two effects: a) characters with other high ability scores wouldn't be as squishy; b) warriors (glaives) wouldn't cannibalize their ability to stand in combat to do cool actions and attacks. Have more psychic attacks damaging Intellect. Have something attack Speed. There is a great idea here that they just don't exploit.
3) Low level characters have very limited abilities. Your character will have one or two attacks and one or two skills. It's not uncommon to have an encounter when one of your attacks flat out doesn't work. So all you can do is spam one ability. It's extraordinarily boring.
I frequently see Numenera come up as a system that people just don't like. I feel like for me, personally, it is a missed opportunity - a system that could've been top tier.
What am I missing? Does anyone love this system? Do others dislike it? Why?
My first encounter with Numenera was several years ago at GenCon, GMed by someone associated with Monte Cook Games. It went okay. Most of the fun was with the other players at table, reinforcing the idea that almost any system can be fun with a good group. The second time we tried it was in my home group with a friend GMing it. It ended after two sessions - for the same reasons I will explore below with the bad experience at Origins. Then most recently, I played at Origins. Through no fault of the GM or the other players, it was one of the worst RPG experiences I've had at a con - completely the fault of the rules.
Here are the continual themes of problems I've noticed with Numenera.
1) Too much Damage Reduction - not enough ways around it. I couldn't damage the enemies, even on a critical hit. Half the party members had no way of significantly contributing to a battle.
2) Nearly every attack damages Might. Spreading this out to the other ability scores would have two effects: a) characters with other high ability scores wouldn't be as squishy; b) warriors (glaives) wouldn't cannibalize their ability to stand in combat to do cool actions and attacks. Have more psychic attacks damaging Intellect. Have something attack Speed. There is a great idea here that they just don't exploit.
3) Low level characters have very limited abilities. Your character will have one or two attacks and one or two skills. It's not uncommon to have an encounter when one of your attacks flat out doesn't work. So all you can do is spam one ability. It's extraordinarily boring.
I frequently see Numenera come up as a system that people just don't like. I feel like for me, personally, it is a missed opportunity - a system that could've been top tier.
What am I missing? Does anyone love this system? Do others dislike it? Why?