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<blockquote data-quote="Aldarc" data-source="post: 8082354" data-attributes="member: 5142"><p>Hi. My name is Aldarc, and I have been playing Numenera variously off and on since 2013. And yeah, it's pretty much an alternate version of D&D albeit with modified rules that frontloads task resolution to before the d20 roll rather than after. The number of stats, the natural healing (not dissimilar from spending HD), armor rules (it's DR), the number of classes (re-skinned warrior, mage, rogue), XP for discovery (hello, XP for gold), etc. are hardly major differences. And Cyphers? Beneath the surface: single-use magic potions, scrolls, talismans, etc. </p><p></p><p>Much of Numenera plays like an OSR resource game, except where players are leveraging their pools as a unified resource for both task completion and health. You can even find a number of articles that talk about how Numenera plays like an OSR game albeit with hybrid narrative elements (e.g., GM Intrusion, XP spending, etc.). It's much as Campbell says: </p><p>Monte Cook more or less explicitly states this in the book itself. </p><p></p><p>I had the reverse experience, with most of my veterans having a hard time wrapping their heads around Fate, mainly due to Aspects, Troubles, Create an Advantage, and the Fate point economy. Explaining Numenera was comparatively easy. I did that in 5 minutes. Since I have backed various Kickstarters, I also have a bunch of handy resources like cheat sheets and a play mat that acts as reference guides.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8082354, member: 5142"] Hi. My name is Aldarc, and I have been playing Numenera variously off and on since 2013. And yeah, it's pretty much an alternate version of D&D albeit with modified rules that frontloads task resolution to before the d20 roll rather than after. The number of stats, the natural healing (not dissimilar from spending HD), armor rules (it's DR), the number of classes (re-skinned warrior, mage, rogue), XP for discovery (hello, XP for gold), etc. are hardly major differences. And Cyphers? Beneath the surface: single-use magic potions, scrolls, talismans, etc. Much of Numenera plays like an OSR resource game, except where players are leveraging their pools as a unified resource for both task completion and health. You can even find a number of articles that talk about how Numenera plays like an OSR game albeit with hybrid narrative elements (e.g., GM Intrusion, XP spending, etc.). It's much as Campbell says: Monte Cook more or less explicitly states this in the book itself. I had the reverse experience, with most of my veterans having a hard time wrapping their heads around Fate, mainly due to Aspects, Troubles, Create an Advantage, and the Fate point economy. Explaining Numenera was comparatively easy. I did that in 5 minutes. Since I have backed various Kickstarters, I also have a bunch of handy resources like cheat sheets and a play mat that acts as reference guides. [/QUOTE]
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