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<blockquote data-quote="Nifft" data-source="post: 5153698" data-attributes="member: 6562"><p>I liked it. Actually, all of us liked it, so my exposure will not remain quite so limited, and I'll report back as we play more.</p><p></p><p>Their "power cards" are well designed, and enable a degree of dice pool sophistication which would be unusable in other games I've played. The "stance" system is also interesting, and something which only those power cards could allow.</p><p></p><p>If you try this game out, my advice is:</p><p>- <strong>Max out your Cards</strong>. Spend the full 3 points on each type. Have a spare one to stick on the group's card, it's totally worth it.</p><p>- <strong>Skill value depends on group size</strong>. If your group is big, you can get away with fewer points spent on skill. If your group is small, you'll want to spent the full 3 points here.</p><p>- <strong>Weapon Skill is awesome</strong>. It just is. This statement is a fact rather than an opinion.</p><p>- <strong>Therefore, Dwarves are awesome</strong>. I'm totally not biased or anything.</p><p></p><p>- - -</p><p></p><p>The "abstract" combat movement & engagement system is pretty good. IMHO it may need a bit of fine-tuning, though I need to read it more before I can tell you exactly what I mean by that.</p><p></p><p>Armor & defenses suffer from "full disclosure defense" syndrome. Since defenses modify a die pool, attacking a foe once effectively tells you everything about his AC. When it's the PCs, who cares, their information is public anyway, but for critters it's a bit annoying. I prefer that info not come out until 3-4 rounds of combat have passed.</p><p></p><p>The group initiative system is cool. Basically, you're allowed to freely swap initiatives with anyone on your team -- no delaying, just plain swapping. So if the PCs roll 1,3,5, and the monsters roll 2,4, then on 5 you know <u>one</u> of the PCs gets to go, then one of the monsters (either one), and so on. It facilitates some of the behaviors I saw us using Delay actions & other complications to do in D&D. (<em>Normally I'd be wary of a subsystem which is so easily the subject of player conflict, but the Party Stress Meter helps in this regard.</em>)</p><p></p><p>- - -</p><p></p><p>The power "cooldown" mechanic sounds like WoW's power-use balancing thingy, but I've never played WoW so that's just hearsay on my part. It's certainly somewhat like D&D 3.5e's ToB:Bo9S maneuver system, in that you get special thingies which you can use several times during a fight, but you can't just use the same thing every round.</p><p></p><p>It's interesting how similar WFRP 3e is to D&D 4e. Both use a discrete, highly quantified power system. Both use a very simplified skill system.</p><p></p><p>WotC could never get away with outright selling of power card booster packs, but GW is doing pretty much exactly that: you will need to buy a player "booster" kit for extra basic action cards & dice. According to my <s>pusher</s> friend who bought the game, the base kit only has enough stuff for 2 players.</p><p></p><p>The custom dice take some practice to get used to, but then they're mostly fine. Some of the symbols are hard to read when doubled up on the d10s. It would have been nice if the "unusual" symbols were painted in a different color from the common symbols, but whatever. If it annoys us often enough we'll do some painting.</p><p></p><p>There's a card which seems like it's trying to substitute for stunts & "page 42"-esque improvisation, but it's entirely lame: all mechanical effects are "ask your GM".</p><p></p><p>Uh... the GM's screen is made of very high quality material.</p><p></p><p>- - -</p><p></p><p>That's all I gotfor ya right now.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 5153698, member: 6562"] I liked it. Actually, all of us liked it, so my exposure will not remain quite so limited, and I'll report back as we play more. Their "power cards" are well designed, and enable a degree of dice pool sophistication which would be unusable in other games I've played. The "stance" system is also interesting, and something which only those power cards could allow. If you try this game out, my advice is: - [b]Max out your Cards[/b]. Spend the full 3 points on each type. Have a spare one to stick on the group's card, it's totally worth it. - [b]Skill value depends on group size[/b]. If your group is big, you can get away with fewer points spent on skill. If your group is small, you'll want to spent the full 3 points here. - [b]Weapon Skill is awesome[/b]. It just is. This statement is a fact rather than an opinion. - [b]Therefore, Dwarves are awesome[/b]. I'm totally not biased or anything. - - - The "abstract" combat movement & engagement system is pretty good. IMHO it may need a bit of fine-tuning, though I need to read it more before I can tell you exactly what I mean by that. Armor & defenses suffer from "full disclosure defense" syndrome. Since defenses modify a die pool, attacking a foe once effectively tells you everything about his AC. When it's the PCs, who cares, their information is public anyway, but for critters it's a bit annoying. I prefer that info not come out until 3-4 rounds of combat have passed. The group initiative system is cool. Basically, you're allowed to freely swap initiatives with anyone on your team -- no delaying, just plain swapping. So if the PCs roll 1,3,5, and the monsters roll 2,4, then on 5 you know [u]one[/u] of the PCs gets to go, then one of the monsters (either one), and so on. It facilitates some of the behaviors I saw us using Delay actions & other complications to do in D&D. ([i]Normally I'd be wary of a subsystem which is so easily the subject of player conflict, but the Party Stress Meter helps in this regard.[/i]) - - - The power "cooldown" mechanic sounds like WoW's power-use balancing thingy, but I've never played WoW so that's just hearsay on my part. It's certainly somewhat like D&D 3.5e's ToB:Bo9S maneuver system, in that you get special thingies which you can use several times during a fight, but you can't just use the same thing every round. It's interesting how similar WFRP 3e is to D&D 4e. Both use a discrete, highly quantified power system. Both use a very simplified skill system. WotC could never get away with outright selling of power card booster packs, but GW is doing pretty much exactly that: you will need to buy a player "booster" kit for extra basic action cards & dice. According to my [s]pusher[/s] friend who bought the game, the base kit only has enough stuff for 2 players. The custom dice take some practice to get used to, but then they're mostly fine. Some of the symbols are hard to read when doubled up on the d10s. It would have been nice if the "unusual" symbols were painted in a different color from the common symbols, but whatever. If it annoys us often enough we'll do some painting. There's a card which seems like it's trying to substitute for stunts & "page 42"-esque improvisation, but it's entirely lame: all mechanical effects are "ask your GM". Uh... the GM's screen is made of very high quality material. - - - That's all I gotfor ya right now. Cheers, -- N [/QUOTE]
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