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<blockquote data-quote="TheNovaLord" data-source="post: 4809841" data-attributes="member: 31097"><p>have recently started running this to 6 players, only 1 of whom had played it before.....been going for 6 sessions, next one is tommorrow</p><p> </p><p>everyone seems ok with the system after the first 2 or 3 sessions.</p><p> </p><p>It can do grim/gritty...the group are basicaly a thieves guild...to epic , LOTR type stuff as the levels go on forever</p><p> </p><p>the companion books, which everyone has been buying up like crazy on ebay, tend to add new options, not new rules</p><p> </p><p>it means that you can end up with 7 or 8 ways to run 'initiative', which is good because you can settle for complex or simple</p><p> </p><p>So far we have found combat pretty fast.....like most rpg's if the characters know what there action is gonna be and dont um and arr. It can be fairly lethal and combats tend not to last too long because of the wounds you end up taking/giving</p><p> </p><p>I find GMing it fairly easy as they are less 'effects' to keep track off, though as there are so many ways to earn XP that can be a slight pain.</p><p> </p><p>Party are now 4th, and levelling every 8-9 hours.....im sure im being too generous xp wise, </p><p> </p><p>The best thing thus far has been everyones lack of familiarity so every danger seems new to the players having played for the most part, 3.5 for about the last 6 years</p><p> </p><p>I havent been doing temp/potential stats as ive never liked them in the 24 years or so of playing RM</p><p> </p><p>good luck.</p><p>keep us informed.</p><p> </p><p>DULL GAMER ANECDOTE. WARNING. Last session the burglar rolled 100 three times in a row for a stalk/hide maneuver ending up being 460 or so in total. As it gave everyone else +30 to all rolls for 4 rounds they utterly butchered the folks they were ambushing. </p><p>On the other hand they meet a solitary mage later and with a wand of sleep VII 3/day he nearly finished off the party.</p><p>It can be difficult to judge how...erm...difficult an encounter may be.</p></blockquote><p></p>
[QUOTE="TheNovaLord, post: 4809841, member: 31097"] have recently started running this to 6 players, only 1 of whom had played it before.....been going for 6 sessions, next one is tommorrow everyone seems ok with the system after the first 2 or 3 sessions. It can do grim/gritty...the group are basicaly a thieves guild...to epic , LOTR type stuff as the levels go on forever the companion books, which everyone has been buying up like crazy on ebay, tend to add new options, not new rules it means that you can end up with 7 or 8 ways to run 'initiative', which is good because you can settle for complex or simple So far we have found combat pretty fast.....like most rpg's if the characters know what there action is gonna be and dont um and arr. It can be fairly lethal and combats tend not to last too long because of the wounds you end up taking/giving I find GMing it fairly easy as they are less 'effects' to keep track off, though as there are so many ways to earn XP that can be a slight pain. Party are now 4th, and levelling every 8-9 hours.....im sure im being too generous xp wise, The best thing thus far has been everyones lack of familiarity so every danger seems new to the players having played for the most part, 3.5 for about the last 6 years I havent been doing temp/potential stats as ive never liked them in the 24 years or so of playing RM good luck. keep us informed. DULL GAMER ANECDOTE. WARNING. Last session the burglar rolled 100 three times in a row for a stalk/hide maneuver ending up being 460 or so in total. As it gave everyone else +30 to all rolls for 4 rounds they utterly butchered the folks they were ambushing. On the other hand they meet a solitary mage later and with a wand of sleep VII 3/day he nearly finished off the party. It can be difficult to judge how...erm...difficult an encounter may be. [/QUOTE]
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