My first encounter with this game was references by people looking for the WFRP tone, but with simpler, easier rules. That made me curious.¶
So I bought it in PDF. This is a pre-play review - I've read the rules, but not yet played nor run it. Yet. That said...¶
- Simpler? Absolutely.
- Grimdark tone? Yes
- Ratcatchers with a small but vicious dog? Yep, but worded differently.
- Dangerous Magic? Yep
- Characters going insane from combat wounds? Nope.
- Characters suffering mutations from magic? only minor ones.
- Characters suffering mutations from exposure to evil beasts? Not really.
- No lasting damage until all HP are gone? Yes, but they're called Stamina here.¶
The core mechanic is a 1d20+Skill Rating >=20 succeeds. Modifiers may be applied by the GM. There are two attributes, and 32 skills, all of which have a rating. The attributes don't interact with the skills; one's "Stamina" - used as magic points and as hit points (a nice grimdark touch), the other is luck, whcih is a saving throw mechanic, but has limited uses. Advances are earned at GM determined milestones; each is a skill & stamina improvement; only skills in your current career can be raised. Very simple.¶
Given that any attack results in someone taking damage, and armor can only reduce damage to 1 point, not none, it's got a significant amount of "dangerous combat".
The magic system has a high rate of mishaps - 1 in 20 castings. Combat overall is very clear, but not all in the same spot; only 4 actions are specified: Move, Melee Attack, Ranged Attack, and (in a different section) Cast a spell. ¶
One of the more novel elements: costs are randomized. There's a nice and short list of what to roll for the costs of various things.¶
Armor is very vague; only three mechanical categories. They're sensible, too. ¶
I like the skill driven mechanic, and that all skills have a score, and so a chance to be used.¶
Career Skills are a great idea, too. while in a given career, you gain a skill with the name of the career at the level of the lowest of the career's skills; when you exit that career, the score is fixed. So, anything that is within scope for a career, but not for its skills, has a default. ¶
Ok, so why only 4/5? I mean, it's clear that I like what I'm seeing... but...
- This, despite being a revised edition, has some clarity issues. EG: It took me a bit of time to grasp that there is zero starting skill increase from career, only allowance for future advances.
- Only 4 combat actions (and 1 of them not in the combat chapter)
- Only one (combined) list of spells; a distinction between priestly and sorcerous magic is made, but the spells are interchangeable as written - steal a priest's scroll, and your wizard can cast it.
- No Orks? WTF? (Especially since it has Goblins)
- No direct rules for traits, despite requireing 3 of them per PC.
- No sanity system. Grimdark is well served by sanity systems.¶
Those are all pretty minor. I do plan to bring this to table. I wonder how many of my negatives are fixed in the compendia...
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