There are so many steps to a test that I made a flowchart for it.But of the three, Mouseguard is the one that broke my heart the most. It reads well but it plays horribly, is a pain to adjudicate, and for a rules light system is frustratingly dense and complex, while offering up bad math that just doesn't work in general. I don't remember the exact counts, but it was something like three different types of metacurrency and 17 different ways to modify a roll. This is insane in a narratively focused game, and I'd offer up for comparison something like WFR (or AoS) as a medium crunch abstract game with rules that work and are easier to resolve and just work. I was so excited for the game and play testing it with my daughter, it was just lousy at the level of RIFTS with a system in the way rather than helping.
That's interesting, at least with 4dF the results are very weighted to the centre (generating a 0) which leads to much greater predictability of the outcome than a single die whether d20 or d100.The math is bad. Dice pool games like that tend to hide the chance of success, leading to things unexpectedly not going as planned. It's treated as a feature, but its more of a bug.
Oh, same. I was turned off by the randomness of the original martial classes and the way damage scales up so dramatically with levels. Definitely some neat ideas in there though, and I messed with adding the Escalation die in a few D&D games.13th Age. I still steal a few things here and there.....
Do note that the combat rules for STA 1e WERE released as a standalone minis game ruleset for use with the tiles and minis. Momentum included.Ah, that would explain another thing that annoyed me in reading it, that there were these very broad rules for many areas of the game, and then it would drill down into things like detailed rules for grenade scatter. If it was mini wargame rules turned generic with metacurrency rerolls tacked on, that would illuminate why.
I do want to get SavW back to table. It felt right for Deadlands.That's a GM problem. Ha! Ha! Just kidding. I once had an encounter with a few alligators I thought would be a speed bump for the player characters but I kept rolling so high it almost turned into a TPK. I've also had anti-climatic end battles when the PC rolled an incredible amount of damage on their dice. The swinginess itself is swingy. Sometimes it's bad and other times it's not bad at all.
That’s why I don’t do speed bump combats using the full combat system - I either remove them completely or run them as a dangerous Quick Encounter. A character could be incapacitated if the DQE goes badly for them, but it is much less likely.I once had an encounter with a few alligators I thought would be a speed bump for the player characters but I kept rolling so high it almost turned into a TPK.
I found it very well laid out and very easy a read.There are so many steps to a test that I made a flowchart for it.![]()
The important concept of only one roll per scene is quite the key to understanding the complexity.Now, to generate that flowchart was an adventure in of itself and revealed just how poor the layout and organization of the game/book is. I essentially read it from cover to cover, and there were numerous of times I needed to go back to re-work a part of the flowchart because this important part of the chain wasn't denoted earlier...