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Though it may seem a bit complex at first, Fabula Ultima is a very intuitive and easy-to-run, easy-to-play system. There are loads of optional rules and features to customize your game, and my party has been having a blast playing for months now.
Encounters are really easy to design (and there is an upcoming bestiary book with new guidelines to make encounters even easier to make). Creating new areas that are thematic and interesting is very simple, and the game has intense flavor.
I can thoroughly recommend this game to anyone who wants to try it. My players love the game and are already talking about future/additional games they want to run with Fabula Ultima; my other friends are currently doing a Pathfinder adventure path (Jade Regent) with Fabula Ultima rules.
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Beautifully presented, very good at inspiring collaborative jrpg style stories, with easy to learn mechanics, combat reminiscent of NES Jrpg's.
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This is a very refreshing system with interesting mechanics. The concept of the world is the whole groups', not only the game master's.
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Brilliant example of a game that is aiming for a particular RPG experience, and tailors its rules to absolutely perfect it. It is a wonderful experience as a longtime player to read a rules system and be continually impressed by mechanics that might not work or make sense in other systems, but here truly shine. Everything from the use of inventory points to the calculation of damage based on the high dice of a to-hit roll contributes to this. The designers have achieved a truly remarkable feat through this rules system for players looking to bring the feeling of classic JRPGs like Suikoden, Secret of Mana, and Chrono Trigger to the table. Very excited to see future products in this line!
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One of, if not the most creative and immersive adaptations of JRPG for tabletop! Loved it.
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Does exactly what it sets out to do mechanically while givin the dm and table myraid tools to world and character built with
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a fantastic JRPG experience. easy to run and teach. so good that my players are all running their own campaign
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Great game, but reading this core rulebook makes it too painfully obvious that the creators are super excited for this game.
I know that it's an ITA => ENG translation, but it's a really tough read. I would recommend that you just find a "How to Play" on this game and just use the core book to figure out some of the nitty-gritty rules.
5/5 Game, 0/5 Reading Experience.
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One of my favorite systems of the last ten years. Manages to capture the narrative flow of JRPGs in a way where everyone feels involved, without getting too bogged down in the mechanical complexity of the genre that tends to ruin other attempts to replicate it that I've found over the years.
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The system is interesting (d6-d12) stats with rolls being [Stat + Stat]+modifier vs DL. If you are a fan of anime and jrpgs look no further this game is for you.
The chibi art in the book and the format (like the old video game guides) is wonderful. It has a depth to it that will require I read it more before I go to the Atlas, having said that I am LOVING what I am reading and look forward not only re-reading it in the future but running it as soon as I can to get a feel for it.
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I picked this up in hardback at my FLGS, and while I have issues with the layout ("Press Start", an otherwise excellent intro to the game, is on page 145, among other issues), the game taken as a whole is a breath of fresh air.
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A really well formated book and a very exciting game. The ties to jrpgs are fantastic if you're into that genre, but even beyond that association I think its just a solid fantasy rpg in general. Im a big fan of the simplicity of older dnd and osr games but often dislike the tone theyh are forced into for a very grim and gritty dungeon crawly experience. This system does a fantastic job of beiing very simple to pick up, without skimping on meaningful choices during character creation and combat but still can be used for more high fantasy vibes where you play as super heroic characters.
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Great game if you want an unique way to create the feeling of a classic JRPG on tabletop. I truly recommend it, since it's a very different product from everything else I've seen on the market. The brighter tone it brings is also very distinguishing from most TTRPGs made in the last two decades at least, which have a focus on horror or mindless combats. The book also has a sandbox component within its thematic that proves itself very useful, as well as very nicely designed. I'm hopeful for more from this IP and its creators.
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"In its quest to be the perfect onboarding tabletop RPG for JRPG players, Fabula Ultima wound up being a near-perfect onboarding game for… pretty much anyone." - Seamus Conneely
Read the full CHG review here.
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I have now ran a couple of One-Shots and i am planning a campaign. I have fallen in love with this system. Here are some short points that i think people should know before buying:
- This book does not offer a Setting/World to play in. You are supposed to make this world together with your players
- You HAVE to multiclass in this game, you start with 2-3 classes and you will end up with at least 5 if you play to the max level.
- the rules are simple, the fun comes with the crazy amount of options, when it comes to character building.
- Some aspects of the game are very free form. Players can basically "homebrew" Spells (called rituals) and items (called projects). Though the game also has normal pre-written spells and a good amount of Items.
- Monster stat-blocks are super easy to use and run and the rules for making your own monsters are great!
Overall, you get a full ruleset for your JRPG-flavoures games. The art is great and it's a very easy read! On top of that you get an active Discord and an active author who is currently creating expansions and Playtest Material.
I hope this helps any buyers on the edge. For the price you get great value.
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