JBowtie said:
EDIT - just to clarify, I'm asking if it is more complex in practice; sometimes stuff that looks complicated on paper isn't an issue in actual play.
Had my first real game last night. I found that while there was some additional math, it really wasn't any more time consuming in and of itself than calculating what the wizard, cleric or bard have done/are doing to the party (
haste,
bless or
inspire courage, for example).
Additionally, some of the rules are simplified (though it may be deceptive when it comes to easy). For example, there are only three ways to provoke an AoO in
IH. 1) Move more than 1/4 speed through a particular enemy's threat range (5' like D&D for people who move 20', 25' or 30'). 2) Doing any standard action other than a standard attack in an enemy's threat range. 3) Doing any full round action other than a full attack in an enemies threat range.
If you know your character's Dex, Con and Wis then you always know their saves without having to look (barring any feats that affect it, though those you'd probably remember too).
Obviously, with more combat options, there is more for the players to think about. But I don't find it to be more cumbersome than spellcasters in D&D.
Didn't have any multiplayer characters and no one with multiple pools, so I don't know how that would be. The Executioner has two pools anyway, and we didn't find that to be a problem. Occasionally, I'd forget to give a player a token. They reminded me every time.
