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<blockquote data-quote="Flamestrike" data-source="post: 8177062" data-attributes="member: 6788736"><p>Totally agree.</p><p></p><p>The game is advertised as 'fast, furious' fun' and that simulationist gun porn is anything but.</p><p></p><p>They nail the traits, attributes, edges and skills, and the base mechanic is good (and mathematically sound barring some wonkiness with the d4). Easy to learn, fast in play, simple and abstract to cover multi-gene stuff.</p><p></p><p>Best base platform for a multi-genre RPG I've seen in fact (GURPS, Hero etc). Does everything those systems do without a laborious 'point buy' slog to get started, and without being littered with trap options and obsolete abilities and attributes.</p><p></p><p>But then (other than the initiative system which is cool) the rest of the combat and equipment section just ruins it, and the Powers section (while on the right track) lets it down as well with some poorly thought out mechanics like round by round PP expenditure for maintenance (instead of just making powers last 'per encounter' and just cost X and do Y [or Z] on a raise) and some powers that are just blatantly OP.</p><p></p><p>It's one of the weirdest and most jarring disconnects between mechanics and styles I've seen in a RPG.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8177062, member: 6788736"] Totally agree. The game is advertised as 'fast, furious' fun' and that simulationist gun porn is anything but. They nail the traits, attributes, edges and skills, and the base mechanic is good (and mathematically sound barring some wonkiness with the d4). Easy to learn, fast in play, simple and abstract to cover multi-gene stuff. Best base platform for a multi-genre RPG I've seen in fact (GURPS, Hero etc). Does everything those systems do without a laborious 'point buy' slog to get started, and without being littered with trap options and obsolete abilities and attributes. But then (other than the initiative system which is cool) the rest of the combat and equipment section just ruins it, and the Powers section (while on the right track) lets it down as well with some poorly thought out mechanics like round by round PP expenditure for maintenance (instead of just making powers last 'per encounter' and just cost X and do Y [or Z] on a raise) and some powers that are just blatantly OP. It's one of the weirdest and most jarring disconnects between mechanics and styles I've seen in a RPG. [/QUOTE]
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