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Read-along, zero preparation adventures: do they exist?
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<blockquote data-quote="Xaelvaen" data-source="post: 7260750" data-attributes="member: 6681906"><p>That's a tough post to tackle - I'll do what I can.</p><p></p><p>The critiques are fairly accurate in that the 'Types' (classes) are fairly linear without a lot of choice or diversity. However, the Type almost takes second place to the character's Focus, which is sort of like another class in and of itself, in many respects. I've found that I fairly often have to 'tweak' the Types so they aren't so formulaic and, honestly, boring. That being said, as far as customization goes, the game is fairly broad and interesting. It's like combining a fantasy setting with super hero flavor.</p><p></p><p>You could make an "Intelligent Warrior who Bears a Halo of Fire" and now he is a combination of a smart fighter that also uses 'Flame on!' powers.</p><p></p><p>The game isn't crunch in a traditional sense since the game really isn't even focused around combat (you don't get XP for it unless the fight brings you some interesting new discovery). Enemies are just there to 'stop you' from the real point of playing the game. For a lot of players, this is a real interesting notion. Story definitely comes first. That being said, there is some tweaking that can be done to create more streamlined combat machines.</p><p></p><p>Speaking more on the lines of Linear Types, they've introduced a lot of rule adjustments since the first release. They've made different 'Type' alternatives, where you can forego a class ability to take 'flavor' from another ability. Want your fighter to use some sort of stealth maneuvers? You can 'dip' into it. Honestly, it feels quite a bit like multiclassing in other systems.</p><p></p><p><strong>Balance</strong> is honestly beyond reproach - if balance is your big concern, Numenera does fairly well here. Monsters are a derivative of a single number - quick and easy, and can be adjusted based on party strengths and weaknesses.</p><p></p><p>Things never really get out of hand because there's a clear-cut limit to just how far a character can go. Training, Specialization, a couple of sources of assets - an untrained character and a trained character is enough difference to please the trained character, but not enough to make the untrained character feel like its a waste of effort.</p><p></p><p>I believe I backed the original for the 390 USD mark (limited edition leather-bound cover and all that), and even when I'm not playing Numenera, it's one of the greatest inspirations (for me) out there. In all, I'm not so much trying to sell you on the system as say for me, it was worth the money. At the least, just grabbing the core rulebook (or the players guide if they still sell that) gives you a very quick and easy grasp of characters and the rules (though the world of Numenera is easily my favorite part).</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7260750, member: 6681906"] That's a tough post to tackle - I'll do what I can. The critiques are fairly accurate in that the 'Types' (classes) are fairly linear without a lot of choice or diversity. However, the Type almost takes second place to the character's Focus, which is sort of like another class in and of itself, in many respects. I've found that I fairly often have to 'tweak' the Types so they aren't so formulaic and, honestly, boring. That being said, as far as customization goes, the game is fairly broad and interesting. It's like combining a fantasy setting with super hero flavor. You could make an "Intelligent Warrior who Bears a Halo of Fire" and now he is a combination of a smart fighter that also uses 'Flame on!' powers. The game isn't crunch in a traditional sense since the game really isn't even focused around combat (you don't get XP for it unless the fight brings you some interesting new discovery). Enemies are just there to 'stop you' from the real point of playing the game. For a lot of players, this is a real interesting notion. Story definitely comes first. That being said, there is some tweaking that can be done to create more streamlined combat machines. Speaking more on the lines of Linear Types, they've introduced a lot of rule adjustments since the first release. They've made different 'Type' alternatives, where you can forego a class ability to take 'flavor' from another ability. Want your fighter to use some sort of stealth maneuvers? You can 'dip' into it. Honestly, it feels quite a bit like multiclassing in other systems. [B]Balance[/B] is honestly beyond reproach - if balance is your big concern, Numenera does fairly well here. Monsters are a derivative of a single number - quick and easy, and can be adjusted based on party strengths and weaknesses. Things never really get out of hand because there's a clear-cut limit to just how far a character can go. Training, Specialization, a couple of sources of assets - an untrained character and a trained character is enough difference to please the trained character, but not enough to make the untrained character feel like its a waste of effort. I believe I backed the original for the 390 USD mark (limited edition leather-bound cover and all that), and even when I'm not playing Numenera, it's one of the greatest inspirations (for me) out there. In all, I'm not so much trying to sell you on the system as say for me, it was worth the money. At the least, just grabbing the core rulebook (or the players guide if they still sell that) gives you a very quick and easy grasp of characters and the rules (though the world of Numenera is easily my favorite part). [/QUOTE]
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Read-along, zero preparation adventures: do they exist?
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