Aaron2 said:
I'm not too fond of the odd probabilities associated with them (I prefer to be able to easily determine the % chance of success). What bothers me more, however, is that the player needs to determine before hand which die is needed for each particular action; its possible for him to roll the die only to realize later that he rolled the wrong one. At least SW doesn't modify the die used based on the situation. I prefer that when a player states his action he rolls a d20 (or 3d6 or whatever) before I need (as DM) to determine the exact skill or modifiers. I find its easier for new players to just learn that whenever they do anything they roll the same die and I tell them if they succeed, rather than force the newbie to search through an unfamiliar character sheet to see which of the list of skills most pertains to the action they want to do.
Aaron
I suggest giving MnM look. With the damage save mechanic, you've even eliminated the randomness of damage dice ... all you've got are the odds on the d20. In many respects, MnM (and the upcoming Blue Rose) is the true d20 game. No other dice need apply.
Recently, WotC's website did a "Solution by Substitution" (
http://www.wizards.com/default.asp?x=dnd/bs/20041224a) article. This and the idea of "template" Monsterous Abilities, and the mook rules make SW a low-paperwork/low-prep time game for a busy GM. The game leans on combat in the sense you can get more warm bodies in the fight, so regular combats are even quicker.
In order to pull this off, SW has some odd concepts that maybe hard for some players to work their head around (especialy if they are not inclined to learn.) Some of these idea are rules that support the players managing all the friendly NPCs during a fight to the wound system.
Overall, if I don't have to run a game for a group that is very partial to their tastes (DnD, White Wolf, Champions ... etc.) then I try get away with using SW.
As an aside, I've heard that the one die mechanic one of the secrets of success for White Wolf. No need to guess which dice, just how many ... especially now with the new World of Darkness. Overall, I'd teach a "true" newbie ( as compared to a standard newbie who has a background in CCG sor wargames) with WW. Modern day setting and modifiers are tactile (extra or lack of dice) as well as abstract. Two teaching methods in one.
Overall, my true and standard newbies haven't any problems with SW dice. A beginner has a small set of skills and the standard character sheet even icons in the shape of the dice needed. While the old timers may not be thrilled that shooting covers most ranged combat, that's a plus for the new guy at the table.