Excellent system, very easy to learn and one that doesn’t hold up play. The original skill system works well, defining a character as the player wants.
The magic system is very simple and quite innovative – no single spells but catch-all groups such as “offensive strike”. Here the caster chooses a direct magical assault of some sort (e.g. fire, ice, lightning) or charges a weapon / fist for extra damage. The power of the spell is determined by the casters skill. Simple.
The book is well organised and very complete – comprehensive kit lists, how to do things, monsters, treasure, adventure and dungeon generation for ideas etc – it really is all here. A neat threat system keeps the game in balance too – very well thought out.
Whats bad then? The only really bad thing for me was the random dungeon generator – first it is all hand-drawn (what happened to the ruler), second, well the generator is in a table format; roll a die for rows then columns and there you go. The average of a D10 is 5.5 so what is in this space of the table? A corridor, an empty room? Nope. A trap. The most common encounter generated is a trap. Hmmm. The idea is good, but the execution needs improving.
Along with the pdf, I ordered the print on demand book. I live in the UK, and it was delivered three days after ordering!! Yes, I paid extra for first class postage but even so, thats quick! The pages are slightly out of position when the book was bound but for an extra $4 I’m more than happy with it.
The book and system lives up to its claims of being a complete, rules lite system, and is more than capable of keeping a group going for many, many months. A very solid 5 out of 5.
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