Thomas5251212
First Post
buzz said:I played in a one-shot event, but have not read the rules cover-to-cover, so there's a caveat for ya. We were playing 1st-level heroes in a PA setting.
I found the Damage Save kind of klunky (as I did with M&M), the rolling for attack and defense felt kind of random/whiff-factor-y, the lack of AoOs made combat less interesting for me, and Conviction felt kind prone to the "trained monkey" effect. I.e., if you play to your Virtue/Vice, and if the GM notices, and if they think you did a good job of it, then you might earn a Conviction point.
Well, some of this wouldn't concern me; I'm an M&M GM, so the damage save seems fine to me, and the rolls don't seem any more random than with any linear resolution system (and you'll note I'm also an old RQ fan). I can understand the issues with Conviction, as I've done some extensive discussion of M&M Hero Points on some of the same issues, but if it bothered me it'd be easy to modify Conviction gain and recovery to suit. I can see the AoO issue, but then, Tr20 seems designed to be a bit less combat focused than some games in the first place, and where it is so focused it appears the interest is supposed to be on application and choice of combat feats.
One funny comment another player made was the "be heroic before bedtime" effect. I.e., since your PC will refresh one Conviction point each morning, they might as well do something heroic (i.e., spend Conviction) before the day ends.
I did like the mook rules, though. For a more drama-focused RPG, their existence made sense.
Anyway, it was a fun game, but I wasn't sold on it. I grabbed the PDF when it was offered free so I can take a closer look at some point. Overall, I'm waiting to see a second edition before I consider actually buying it.
I'd be pretty suprised if there's a major change if they do a new edition, since in a sense Tr20 is already a second edition, using the lessons they learned from Blue Rose.