I just showed my group the character creation and how to roll, and they unanimously dropped D&D 5e in favor of using this... so, I think I made a pretty good purchase! I'm as obsessed as they are. But let's talk positives and negatives, so you know what you're getting into! I rate it 5 stars because of how dazzling its strengths are, but there is a gap or two worth noting (that I'd otherwise deduct points for).
TL;DR: It is very direct, has great range, is fast and fun to play/run. Will need other sources to patch up spots that aren't explored enough. (Micronomicon, GM guide of your choosing, etc.)
Pro's:
-Dice rolling here has reached perfection. In practice, it's fast, easy, unobtrusive during gameplay, and even has a tactile component to feeling your character's strength and weakness--when you have Advantage, roll 3d6, and disadvantage, 1d6. Again, it's fast, and you feel it.
-Character building? Fantastic. There is almost nothing in the way between you and playing the character concept you want to play. It's all balanced around picking each trait you want to use, which is the main measure of power. Traits and Runes are fun.
-Nothing in the way: this taught me that stats hold back RPGs more than they offer!
-Easy running. I just talk and call for rolls. I look at my players and know what they are capable of intuitively. The enemies I use fit in one line of text (HP, AC, trait list).
-Convenience. My players would often forget about abilities they had (they're narrative-focused). The formatting fluff's been cut, you just have a list of exactly the abilities you have and what you can do with them. No numbers to keep track of, either, minus a few +1 damage things!
-Flexibility. Want to do something there isn't a trait for? Well, write one--so long as it's settled with the same rolls, you're in the clear.
-Take from other systems as freely as you want. Converting things into this is easier and more intuitive than anything else I've engaged with.
Con's:
-The copyediting could do with some work--I've come to notice typos as I've familiarized myself with the book.
- On its own, it is void of guidance on rewarding the party for adventuring.
- There isn't a gauge on appropriate encounter building.
- Also on its own, the magic traits are pretty vague and lack any set gauge as well.
Almost all of these cons are resolved by getting something like the Micronomicon to fill in any gaps on player options or information about trait usage.
The lack of guidance on running adventures or using equipment is also patched up quite quickly by any other RPG books you have or use. I'm using the 5e item tables and Monster Manual next week, as I have been.
In other words... there's no issues that you can't work around and live with.
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