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<blockquote data-quote="Flamestrike" data-source="post: 8176300" data-attributes="member: 6788736"><p>Core mechanics (attributes, skills, traits) very very good.</p><p></p><p>Easy to learn, simple in function (You roll trait dice, you always need a 4 or better to succeed, every 4 over is a raise or extra level of success).</p><p></p><p>Skills are very broad: Only around a dozen skills, and they're very broad. Shooting skill for example covers bows, guns and starship weapons. Also something I like a lot.</p><p></p><p>Minion rules work well (most creatures exist in one of three states - either dead, 'shaken' or fine). No tracking of HP etc; they're either 'miniature up' and OK, 'miniature lying down' and shaken, or off the table.</p><p></p><p>Quirky playing card based initiative system that works really well.</p><p></p><p>Decent (if underdeveloped) leadership and aura effects for PCs who want to lead mooks or minions of their own.</p><p></p><p>All very modern, streamlined, abstract, fast and in line with modern game design.</p><p></p><p>Where it breaks down for me is Combat, which is a horrible simulationist mess (particularly when guns get involved) that looks like something from the late 90's fantasy heatbreaker gun porn. Overly complex and detailed weapon tables (and stats) and many combat options like autofire, 3 round burst, rapid attack, area attacks etc are needlessly complex (when you take into account the simplicity and smooth nature of the rest of the rules).</p><p></p><p>Combat also involves way too much math for mine. At its simplest, you roll your appropriate skill dice vs TN 4 (modifed by range and other penalties), tally up raises (every 4 you rolled over what you needed to hit), roll damage (affected by raises) on multiple dice (that all explode), subtract THAT result from the Armor Value and Toughness of your target (<strong>less </strong>the armor piercing value of your weapon or attack) and then divide that number by 4 to see how many wounds you inflict.</p><p></p><p>Mutiattacks and autofire have their own rules, but effectively necessitate doing the above <em>multiple </em>times for a single players turn.</p><p></p><p>Your opponent might then soak the above, by rolling Toughness.</p><p></p><p>A single attack requires a lot of math (add up the attack roll, dividing by 4 to determine raise effect, roll multiple exploding damage dice, add that together, applying to a number of [toughness plus armor mins AP) and counting every 4 over that number.</p><p></p><p>As a DM it gets draining, fast.</p><p></p><p>There are fixes to the above (fixed damage for weapons, having burst fire simply inflict extra damage, single roll resolution area attacks etc) but without them, you can burn out as a DM pretty quick.</p><p></p><p>Personally, the game would run a lot better for me if they stripped all that Combat and equipment crap out, and streamlined and abstracted combat a ton more.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8176300, member: 6788736"] Core mechanics (attributes, skills, traits) very very good. Easy to learn, simple in function (You roll trait dice, you always need a 4 or better to succeed, every 4 over is a raise or extra level of success). Skills are very broad: Only around a dozen skills, and they're very broad. Shooting skill for example covers bows, guns and starship weapons. Also something I like a lot. Minion rules work well (most creatures exist in one of three states - either dead, 'shaken' or fine). No tracking of HP etc; they're either 'miniature up' and OK, 'miniature lying down' and shaken, or off the table. Quirky playing card based initiative system that works really well. Decent (if underdeveloped) leadership and aura effects for PCs who want to lead mooks or minions of their own. All very modern, streamlined, abstract, fast and in line with modern game design. Where it breaks down for me is Combat, which is a horrible simulationist mess (particularly when guns get involved) that looks like something from the late 90's fantasy heatbreaker gun porn. Overly complex and detailed weapon tables (and stats) and many combat options like autofire, 3 round burst, rapid attack, area attacks etc are needlessly complex (when you take into account the simplicity and smooth nature of the rest of the rules). Combat also involves way too much math for mine. At its simplest, you roll your appropriate skill dice vs TN 4 (modifed by range and other penalties), tally up raises (every 4 you rolled over what you needed to hit), roll damage (affected by raises) on multiple dice (that all explode), subtract THAT result from the Armor Value and Toughness of your target ([B]less [/B]the armor piercing value of your weapon or attack) and then divide that number by 4 to see how many wounds you inflict. Mutiattacks and autofire have their own rules, but effectively necessitate doing the above [I]multiple [/I]times for a single players turn. Your opponent might then soak the above, by rolling Toughness. A single attack requires a lot of math (add up the attack roll, dividing by 4 to determine raise effect, roll multiple exploding damage dice, add that together, applying to a number of [toughness plus armor mins AP) and counting every 4 over that number. As a DM it gets draining, fast. There are fixes to the above (fixed damage for weapons, having burst fire simply inflict extra damage, single roll resolution area attacks etc) but without them, you can burn out as a DM pretty quick. Personally, the game would run a lot better for me if they stripped all that Combat and equipment crap out, and streamlined and abstracted combat a ton more. [/QUOTE]
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