cranberry
Hero
I played my 2nd game of Draw Steel (as a player). The focus on the session was "team checks" where each player choses a skill and ability, justified it to the Director, and based on those two factors rolls to see if you succeed or not. You need to get a certain number of successful rolls to succeed. That took some time but wasn't too bad.
Then we had to negotiate with some "wood elves" to pass through the forest. Figuring out which skills to us was tedious, and by the third roll, no one had any skills they could justify using in the negotiation, so the Director just hand waved it.
Meh, some mechanics are better in theory than practice.
And the combat from the prior week was OK. It wasn't any better or worse than D&D or PF. My primary special ability as a warden is pushing (Pregen character). It's underwhelming and doesn't have any material impact on combat.
Then we had to negotiate with some "wood elves" to pass through the forest. Figuring out which skills to us was tedious, and by the third roll, no one had any skills they could justify using in the negotiation, so the Director just hand waved it.
Meh, some mechanics are better in theory than practice.
And the combat from the prior week was OK. It wasn't any better or worse than D&D or PF. My primary special ability as a warden is pushing (Pregen character). It's underwhelming and doesn't have any material impact on combat.