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Warhammer: Age of Sigmar - Soulbound Review
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<blockquote data-quote="Stone Dog" data-source="post: 8021825" data-attributes="member: 16705"><p>This is mostly a classless game. You have a starting pool of XP to spend on attributes and skills and the example Archetypes are only frameworks that suggest how you can spend those points. And this isn't a situation where there are build points with different values than advancement points, it is all XP.</p><p></p><p>So far the abilities seem solid. The scope of the game isn't exactly epic as is normally used in gaming. As much as reading the book feels like Warhammer and Exalted put in a blender, the Soulbound characters aren't demigods.</p><p></p><p>They are capable, durable as hell, and dangerous, but not immortal and they don't wield powers out of scale of their fellow mortals. Death is not the primary threat, but mission failure is.</p><p></p><p>There are minion rules, so PCs can wade through a horde of chittering Skaven if necessary.</p><p></p><p>There is a divide between Toughness as hit points that come and go with remarkable speed, but Wounds that stay around to worry the characters. It gives the game a solid Die Hard level of endurance, but still leaves a battered party in danger.</p><p></p><p>Divine and Arcane magic actually work differently and either of them have healing options that can just keep Toughness replenished after every fight. Wounds don't heal easily or cheaply, though.</p><p></p><p>Miracles just work, no fuss. You spend a replenishing resource called Mettle to fuel them and there is no roll or risk, but the powers have very set effects. There are common miracles, but also deity specific miracles, so you can have a whole God Squad of priests that all do genuinely different things.</p><p></p><p>Spells you have to roll for and there is a price for failure, but they also work better the better your roll is and you get more flexibility than Miracles. Again, there are common spells and Lore specific spells so a whole party of mages can all feel very different too.</p><p></p><p>Mundane skills are very broad in scope, but Talents seem to actually specialize a character instead of being feat taxes to make somebody competent at a basic task. A sneaky fighter, a dual wielder, a two handed specialist, and somebody focused in a one handed weapon and a shield can all be rolling the same dice with the same target number but also all feel different.</p><p></p><p>For that matter, it is easy to build a party where all the people have the same pool of Weapon Skill dice, warriors and mages and priests alike, but they all work a bit differently swinging the stabby things around.</p><p></p><p>People who want to Focus on a certain skill can also buy the ability to alter the dice up to three times, turning a three into a six or three fours into three fives.</p><p></p><p>So dedicated warriors can still be hitting more often than other characters even if they are chucking the same number of cubes. It might sound fiddly when I say it, but it reads rather elegantly.</p><p></p><p>One thing I really like is that your Accuracy ( the stat that determines your target number for shooting ) is based on Mind and Ballistic Skill while the actual dice pool for shooting things is based on Body and Ballistic Skill.</p><p></p><p>It is probably easiest for a gunslinger to have both Body and Mind equal, but I do like that somebody with a keen eye and a mind that can work trajectories quickly will be a better shot than just somebody who can spin a pistol about all fancy.</p></blockquote><p></p>
[QUOTE="Stone Dog, post: 8021825, member: 16705"] This is mostly a classless game. You have a starting pool of XP to spend on attributes and skills and the example Archetypes are only frameworks that suggest how you can spend those points. And this isn't a situation where there are build points with different values than advancement points, it is all XP. So far the abilities seem solid. The scope of the game isn't exactly epic as is normally used in gaming. As much as reading the book feels like Warhammer and Exalted put in a blender, the Soulbound characters aren't demigods. They are capable, durable as hell, and dangerous, but not immortal and they don't wield powers out of scale of their fellow mortals. Death is not the primary threat, but mission failure is. There are minion rules, so PCs can wade through a horde of chittering Skaven if necessary. There is a divide between Toughness as hit points that come and go with remarkable speed, but Wounds that stay around to worry the characters. It gives the game a solid Die Hard level of endurance, but still leaves a battered party in danger. Divine and Arcane magic actually work differently and either of them have healing options that can just keep Toughness replenished after every fight. Wounds don't heal easily or cheaply, though. Miracles just work, no fuss. You spend a replenishing resource called Mettle to fuel them and there is no roll or risk, but the powers have very set effects. There are common miracles, but also deity specific miracles, so you can have a whole God Squad of priests that all do genuinely different things. Spells you have to roll for and there is a price for failure, but they also work better the better your roll is and you get more flexibility than Miracles. Again, there are common spells and Lore specific spells so a whole party of mages can all feel very different too. Mundane skills are very broad in scope, but Talents seem to actually specialize a character instead of being feat taxes to make somebody competent at a basic task. A sneaky fighter, a dual wielder, a two handed specialist, and somebody focused in a one handed weapon and a shield can all be rolling the same dice with the same target number but also all feel different. For that matter, it is easy to build a party where all the people have the same pool of Weapon Skill dice, warriors and mages and priests alike, but they all work a bit differently swinging the stabby things around. People who want to Focus on a certain skill can also buy the ability to alter the dice up to three times, turning a three into a six or three fours into three fives. So dedicated warriors can still be hitting more often than other characters even if they are chucking the same number of cubes. It might sound fiddly when I say it, but it reads rather elegantly. One thing I really like is that your Accuracy ( the stat that determines your target number for shooting ) is based on Mind and Ballistic Skill while the actual dice pool for shooting things is based on Body and Ballistic Skill. It is probably easiest for a gunslinger to have both Body and Mind equal, but I do like that somebody with a keen eye and a mind that can work trajectories quickly will be a better shot than just somebody who can spin a pistol about all fancy. [/QUOTE]
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