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The Lowdown on Anima: Beyond Fantasy
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<blockquote data-quote="Nightchilde-2" data-source="post: 4696344" data-attributes="member: 4109"><p>As Deverash's GM for said Saturday game (hi, Dev!) I agree with everything he said. As for the setting, I've torn it out and am introducing a new, very Final Fantasy-esque setting for the game.</p><p></p><p>Though the system itself seems pretty awesome, and not as complex as you might think at first, he's right about the organization. The organization of the book is horrendous, and I've never wanted an index worse in a book in my life. Even some alphabetization in the spell lists would've been nice. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> </p><p></p><p>Character generation, on the other hand, *is* pretty complex, and almost all of the game's charts (and there are plenty in the book) are for various bits and pieces of character or monster generation.</p><p></p><p>There are some weird rules artifacts in there, like apparently Strength adds to the base damage of all weapons....including Firearms. A few things (the Block/Dodge thing Deverash mentioned is the most important one I found) seem almost lost against the massive wall of text that is the game, but are pretty important. Read the book carefully. And higher-quality weapons are measured in "+5s." But, a +5 doesn't just get you a +5 to attack, it gets you a +5 to attack and damage, a +X to something else, a +Y to something else, etc. etc. +5/+10/+15 for equipment should definitely have some other name.</p><p></p><p>Also, there are a few things that seem to be missing. There's an Artifact advantage that lets you start with a magical type weapon, but no guidelines on magic weapons in the book. Anywhere. Also, for a 320 page book, there's not much in the way of pregenerated creatures; only a handful at the back. This means some work for the GM.</p><p></p><p>All that said, it does look pretty flexible and very fun. We'll find out Saturday.</p></blockquote><p></p>
[QUOTE="Nightchilde-2, post: 4696344, member: 4109"] As Deverash's GM for said Saturday game (hi, Dev!) I agree with everything he said. As for the setting, I've torn it out and am introducing a new, very Final Fantasy-esque setting for the game. Though the system itself seems pretty awesome, and not as complex as you might think at first, he's right about the organization. The organization of the book is horrendous, and I've never wanted an index worse in a book in my life. Even some alphabetization in the spell lists would've been nice. :-) Character generation, on the other hand, *is* pretty complex, and almost all of the game's charts (and there are plenty in the book) are for various bits and pieces of character or monster generation. There are some weird rules artifacts in there, like apparently Strength adds to the base damage of all weapons....including Firearms. A few things (the Block/Dodge thing Deverash mentioned is the most important one I found) seem almost lost against the massive wall of text that is the game, but are pretty important. Read the book carefully. And higher-quality weapons are measured in "+5s." But, a +5 doesn't just get you a +5 to attack, it gets you a +5 to attack and damage, a +X to something else, a +Y to something else, etc. etc. +5/+10/+15 for equipment should definitely have some other name. Also, there are a few things that seem to be missing. There's an Artifact advantage that lets you start with a magical type weapon, but no guidelines on magic weapons in the book. Anywhere. Also, for a 320 page book, there's not much in the way of pregenerated creatures; only a handful at the back. This means some work for the GM. All that said, it does look pretty flexible and very fun. We'll find out Saturday. [/QUOTE]
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