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The Lowdown on Anima: Beyond Fantasy
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<blockquote data-quote="Deverash" data-source="post: 4696200" data-attributes="member: 54903"><p>I picked this up and I like it alot. This is very much not a rules-light game, however.</p><p></p><p>Taking your preferences in order:</p><p>- The setting is interesting, but very convoluted, and alot of it is optional at that(a lot of hidden things). On the other hand, it's so broad that your going to be making up a lot of details anyways. If you have or have read the Exalted 2e books, there's a similiar level of setting in Anima.</p><p></p><p>- It's pretty fair. It's a point-buy system, where anyone can do anything if you spend the points. All the classes do is change costs of the points, and their Jack-of-all trades class is actually pretty good at doing just that, which I haven't really seen much. The innate class bonuses (that get added eveyr level) tend to provide a level of detail that hte point costs themselves don't give.</p><p></p><p>- There is no alignment like system in Anima to speak of. There are a couple of disadvantages you can take which are psychological, and if you Synchronize with the Beryls and Shajads(saints/gods), they have a list of things they want you to do/don't do to synchronize more fully with them.</p><p></p><p>- Unfortunately, the learning curve is steep, but once you figure out the subsystems, it's pretty even. Every supernatural ability your character can have has a completely different subsystem to it, and understanding one doesn't help you understand the others. On the plus side, I haven't seen any real pitfalls or system-mastery type things in any of them.</p><p></p><p>- You can probably make up your own classes, but honestly the breadth of the ones in teh book are probably fine. To help make up the slack for a significant number of points you can use your weapon attack and defense skills in place of either your magical attack and defense skills or your psychic attack and defense skills.</p><p></p><p></p><p>The biggest problem I have with the game, to be honest, is the translation/editing. It was translated from French(or maybe spanish? not sure), and you can tell it wasn't done by a native english speaker. Most of the time it was ok, but there were a couple of places that I had to sit and think for a while on what the author was actually trying to say, since the english made no sense. There are also several game terms used that they have two different words for, and they use them interchangably(or, more likely, there were 2 different translators, and they translated the term differently). Again, once you get through it, your fine.</p><p></p><p>The only other problem I've had with it so far, is that the organization of the book is probably the worst I've ever seen in an RPG, ever. And, of course, there's no index. As an example: If you have both the Block skill and the Dodge skill, they both take a -60. Where do you find this? At the beginning of the section on Weapon Modules(buying profiecy in weapon groups).</p><p></p><p>Over all, the game is very reminiscent of Rolemaster, but there is just one combat chart for everything that does damage(whether it's a sword or a supernatural attack). There are some great ideas in there, though, and I'm looking forward to actually using this system on Saturday.</p></blockquote><p></p>
[QUOTE="Deverash, post: 4696200, member: 54903"] I picked this up and I like it alot. This is very much not a rules-light game, however. Taking your preferences in order: - The setting is interesting, but very convoluted, and alot of it is optional at that(a lot of hidden things). On the other hand, it's so broad that your going to be making up a lot of details anyways. If you have or have read the Exalted 2e books, there's a similiar level of setting in Anima. - It's pretty fair. It's a point-buy system, where anyone can do anything if you spend the points. All the classes do is change costs of the points, and their Jack-of-all trades class is actually pretty good at doing just that, which I haven't really seen much. The innate class bonuses (that get added eveyr level) tend to provide a level of detail that hte point costs themselves don't give. - There is no alignment like system in Anima to speak of. There are a couple of disadvantages you can take which are psychological, and if you Synchronize with the Beryls and Shajads(saints/gods), they have a list of things they want you to do/don't do to synchronize more fully with them. - Unfortunately, the learning curve is steep, but once you figure out the subsystems, it's pretty even. Every supernatural ability your character can have has a completely different subsystem to it, and understanding one doesn't help you understand the others. On the plus side, I haven't seen any real pitfalls or system-mastery type things in any of them. - You can probably make up your own classes, but honestly the breadth of the ones in teh book are probably fine. To help make up the slack for a significant number of points you can use your weapon attack and defense skills in place of either your magical attack and defense skills or your psychic attack and defense skills. The biggest problem I have with the game, to be honest, is the translation/editing. It was translated from French(or maybe spanish? not sure), and you can tell it wasn't done by a native english speaker. Most of the time it was ok, but there were a couple of places that I had to sit and think for a while on what the author was actually trying to say, since the english made no sense. There are also several game terms used that they have two different words for, and they use them interchangably(or, more likely, there were 2 different translators, and they translated the term differently). Again, once you get through it, your fine. The only other problem I've had with it so far, is that the organization of the book is probably the worst I've ever seen in an RPG, ever. And, of course, there's no index. As an example: If you have both the Block skill and the Dodge skill, they both take a -60. Where do you find this? At the beginning of the section on Weapon Modules(buying profiecy in weapon groups). Over all, the game is very reminiscent of Rolemaster, but there is just one combat chart for everything that does damage(whether it's a sword or a supernatural attack). There are some great ideas in there, though, and I'm looking forward to actually using this system on Saturday. [/QUOTE]
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