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Stars/Worlds Without Number (General Thread)
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<blockquote data-quote="Ruin Explorer" data-source="post: 8312827" data-attributes="member: 18"><p>I haven't run it yet, but system-wise it addresses a huge number of my concerns with D&D-style games in general, mechanically, specifically:</p><p></p><p>1) Eliminates d20-based skill checks in favour of narrower-range, more predictable rolling. Better skill system generally.</p><p></p><p>2) Possible to KO or insta-kill enemies within the rules, with a well-designed mechanism.</p><p></p><p>3) Makes warrior and spellcaster classes both significantly dangerous and threatening.</p><p></p><p>4) System stress provides a limit to magical and non-magical healing, but a sufficiently high one to not be crippling nor so high it's irrelevant (looking at you 4E!).</p><p></p><p>5) Instinct and Morale rules strongly encourage better "combat roleplaying" of enemies in a great way.</p><p></p><p>6) Half-class system is a lot better than multiclass systems of 3E/5E and offers great options.</p><p></p><p>Setting-wise I was slightly disappointed with the default setting. It has huge promise but never <em>quite</em> lives up to it. I get that we're supposed to randomly-generate the specifics but there's just a bit more needed to make a lot of the nations really comprehensible. Also the sea being basically off-limits was a bit meh (same with space, I get that helps to upset the aliens and feels a bit Prince of Nothing but and obviously I can ignore it, but I was surprised it was the default). Truly great take on elves/dwarves though, and indeed all the non-human races are pretty interesting and exactly in-tune with the presented broad setting concept.</p><p></p><p>About the only outright bad thing for my money is the Frail debuff you get if reduced to 0 HP, but <em>don't</em> get if magically healed, which means that you basically have a 5E-style whack-a-mole if you have a magical healer (which is a half-class). It also means if you only have non-magic healers, whilst the out-of-combat healing they can do is solid, if anyone hits 0 ever, no matter how briefly, they're basically out of action for a week, which seems like too big a discontinuity from the "whack-a-mole" of magical healing (to me).</p><p></p><p>I was also surprised that the "Heroic" options were treated as a block, like apply all this or don't, where in fact I think it would make sense to see the Heroic options as a toolkit, like you could have the extra HP, but not the extra half-class/Heroic class.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8312827, member: 18"] I haven't run it yet, but system-wise it addresses a huge number of my concerns with D&D-style games in general, mechanically, specifically: 1) Eliminates d20-based skill checks in favour of narrower-range, more predictable rolling. Better skill system generally. 2) Possible to KO or insta-kill enemies within the rules, with a well-designed mechanism. 3) Makes warrior and spellcaster classes both significantly dangerous and threatening. 4) System stress provides a limit to magical and non-magical healing, but a sufficiently high one to not be crippling nor so high it's irrelevant (looking at you 4E!). 5) Instinct and Morale rules strongly encourage better "combat roleplaying" of enemies in a great way. 6) Half-class system is a lot better than multiclass systems of 3E/5E and offers great options. Setting-wise I was slightly disappointed with the default setting. It has huge promise but never [I]quite[/I] lives up to it. I get that we're supposed to randomly-generate the specifics but there's just a bit more needed to make a lot of the nations really comprehensible. Also the sea being basically off-limits was a bit meh (same with space, I get that helps to upset the aliens and feels a bit Prince of Nothing but and obviously I can ignore it, but I was surprised it was the default). Truly great take on elves/dwarves though, and indeed all the non-human races are pretty interesting and exactly in-tune with the presented broad setting concept. About the only outright bad thing for my money is the Frail debuff you get if reduced to 0 HP, but [I]don't[/I] get if magically healed, which means that you basically have a 5E-style whack-a-mole if you have a magical healer (which is a half-class). It also means if you only have non-magic healers, whilst the out-of-combat healing they can do is solid, if anyone hits 0 ever, no matter how briefly, they're basically out of action for a week, which seems like too big a discontinuity from the "whack-a-mole" of magical healing (to me). I was also surprised that the "Heroic" options were treated as a block, like apply all this or don't, where in fact I think it would make sense to see the Heroic options as a toolkit, like you could have the extra HP, but not the extra half-class/Heroic class. [/QUOTE]
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