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Opinions on The Riddle of Steel RPG?
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<blockquote data-quote="Ace" data-source="post: 295803" data-attributes="member: 944"><p>Oh goody! I get to plug the Riddle of Steel</p><p></p><p>I bought the game on a whim and while I have yet to campaign in it I love the game none the less.</p><p></p><p>I can't recomend the game enough, best combat system ever IMO</p><p></p><p>Combat is fast and very deady--- Basically you have to learn how to use your weapon and out guess your oponent to win.</p><p></p><p>If you are used to D&D styled fights, The Riddle will surprise you. basically the first person to get a solid hit in wins</p><p></p><p></p><p>The other basic systems are pretty good, its die pool based rather like an improved storyteller system</p><p></p><p>Rather unique to this system are "Spiritaul attributes" which add directly to your die pool anytime they are in play.</p><p></p><p>For example You are in a street fight, you have a 12 in your combat pool (decent for a trained fighter) with your sword and shield </p><p>Another fight, this time for king and country, and you get to add your passion/king and country 3 to the pool and your skill is effectivley a 15.</p><p></p><p>When you roleplay your spitual attributes they go up and when you spend them back down (they can't exceed 5) you get to add weapons profisciences, stats and a bunch of other stuff</p><p></p><p>There are a couple of bizaare bits though-- </p><p></p><p>First the magic ages you when it is cast. On average a spell will age you a month-- Very weak spells, well you might be able to manage a couple a day without trouble</p><p></p><p>The magic system is not intended to be balanced at all-- Spells are composed of 9 Vagaries something like the spell seeds from ELH.</p><p></p><p>An example -- the movement vagary at level 1 will allow is about mage hand</p><p></p><p>Level 2 is light TK, about 50 lbs</p><p></p><p>Level 3 allows you throw 1 ton at light speed. </p><p></p><p>The problem is that really powerfull spells are no harder to learn than mediocre ones.</p><p></p><p>For example a planet killer (no I am not kidding) spell is roughly as easy as a cure serious wounds.</p><p></p><p>For the difficulty of cure moderate wounds I can make someone commit suicide!</p><p></p><p>The game is mainly dark fantasy in tone and set in Weyerth, the best Pseudo Europe I have ever seen</p><p></p><p></p><p>I love the game but a word of warning it is meant for short (20 sessions max) campaigns of Dark Fantasy with either crafty players or a high mortality rate</p><p></p><p>It also requires mature players and a good GM (they call it a senechal)</p><p></p><p>If you have any more questions, post them here I can answer most of them or get an answer </p><p></p><p>Or you can join us at the Forge site</p><p></p><p><a href="http://www.indie-rpgs.com/forum/viewforum.php?f=25" target="_blank">http://www.indie-rpgs.com/forum/viewforum.php?f=25</a></p><p></p><p>I am Ace there too</p></blockquote><p></p>
[QUOTE="Ace, post: 295803, member: 944"] Oh goody! I get to plug the Riddle of Steel I bought the game on a whim and while I have yet to campaign in it I love the game none the less. I can't recomend the game enough, best combat system ever IMO Combat is fast and very deady--- Basically you have to learn how to use your weapon and out guess your oponent to win. If you are used to D&D styled fights, The Riddle will surprise you. basically the first person to get a solid hit in wins The other basic systems are pretty good, its die pool based rather like an improved storyteller system Rather unique to this system are "Spiritaul attributes" which add directly to your die pool anytime they are in play. For example You are in a street fight, you have a 12 in your combat pool (decent for a trained fighter) with your sword and shield Another fight, this time for king and country, and you get to add your passion/king and country 3 to the pool and your skill is effectivley a 15. When you roleplay your spitual attributes they go up and when you spend them back down (they can't exceed 5) you get to add weapons profisciences, stats and a bunch of other stuff There are a couple of bizaare bits though-- First the magic ages you when it is cast. On average a spell will age you a month-- Very weak spells, well you might be able to manage a couple a day without trouble The magic system is not intended to be balanced at all-- Spells are composed of 9 Vagaries something like the spell seeds from ELH. An example -- the movement vagary at level 1 will allow is about mage hand Level 2 is light TK, about 50 lbs Level 3 allows you throw 1 ton at light speed. The problem is that really powerfull spells are no harder to learn than mediocre ones. For example a planet killer (no I am not kidding) spell is roughly as easy as a cure serious wounds. For the difficulty of cure moderate wounds I can make someone commit suicide! The game is mainly dark fantasy in tone and set in Weyerth, the best Pseudo Europe I have ever seen I love the game but a word of warning it is meant for short (20 sessions max) campaigns of Dark Fantasy with either crafty players or a high mortality rate It also requires mature players and a good GM (they call it a senechal) If you have any more questions, post them here I can answer most of them or get an answer Or you can join us at the Forge site [url]http://www.indie-rpgs.com/forum/viewforum.php?f=25[/url] I am Ace there too [/QUOTE]
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