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guest313231

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  1. I like almost everything I see from the new SW RPG. Even the taste of force powers (where you can invest XP into them) is great. But for the strain mechanic. This is a terribad mechanic. I got to see how painfully pointless it was in the Warhammer game (where it was more complex). If you haven’t read it: Basically, some situations will cause your characters stress and that will be applied against your Strain. Effectively, there is a hit point mechanic for your character’s stress. Why it’s bad: Because it is far too easy to get rid of. To the point that it serve virtually no effect in the game. Players can remove strain casually. Additional ‘boons’ on their rolls can remove strain. They get to attempt to recover strain after every encounter. And…after a good night sleep, it all goes away anyway. There are several talents that provide a bonus if your character take’s strain. Things that will come up between interesting sessions, so they pose no actual impact to the character’s life, since they will recover all the strain gained before they actually could suffer from any ill effects. Why it’s terrible: Because when you take all your strain, you pass out. Solidifying this as your mental hit points, which is unbelievably dull. Also, not terribly thematic. I don’t really remember any character passing out because they had too much stress, but even if my memory doesn’t serve, it’s a dumb mechanic to have in an RPG. To quote the Simpsons: You know what’s better than nothing? Anything. Nothing is as boring as your character passing out. There are no more options available to them. There is no more role playing to be had. The player waits until they are told they are allowed to do anything. Why it’s terribad: Because it’s quite easy to avoid strain, the GM has to go out of their way to have it stack up, such as putting the characters into situations that keep stressing them out and not giving them any respite. This requires the GM to be a **** to the players. All for the purpose of throwing enough strain at the characters…to have them fall unconscious and unable to affect their surroundings or reflect upon their miserably situation. What it should have been: This could have been a perfect mechanic for engineering some more story, such as encouraging the players to make bold mistakes or foolhardy acts of heroism, to ‘buy’ off (manage) some of their strain. One thing, as a long term GM, is that it is often hard to split a ‘party’ up. Yet the SW universe does this often and regularly. Luke goes one way and Han goes another. What strain could have been is a mechanic where you make these ‘bold mistakes’ because it seemed good at the time. It allows the character to be a master of their fate, makes strain something other than mental Hit points and gives strain some actual meaning to game. My $0.02
  2. I ran and enjoyed the WHRP 3rd edition. However the system left me with some concerns. The primary concern, which looks like it probably won't be a problem here, was the sheer glut of cards. I didn't care about the tokens (but there were too many of them) but it was the cards. Having the players search through stacks of cards for their various abilities took way too much time. I had to spend time to look through them before hand to give the players a slimmed down list of suggestions. From the GM's point of view, the game was not speedy. It was very customizable but not quick. You had over a hundred monster cards and over a hundred action cards and you had to construct each enemy encounter with these cards. It was quite daunting to do, over and over again. The original book presented monsters with their action cards and I felt that this was the better idea. Later, you could customize things but it got to be a real hassle. The custom dice were good, however, they were NOT quick. Building your pools is never going to be as quick as a pair of d10's or a single d20. There is something to be gained from the custom dice, but one thing that is lost is speed. Another thing, the custom dice are not intuitive. Building a pool confounded my players again and again. They were using the wrong dice for their skills vs. their specializations. The stance dice were totally worthless and slowed things down. The idea of having multiple 'negative' dice served very little purpose. And overall, the system was quite wild and random. So I'm unsure of what to think about this new Star Wars. I know I'll probably buy it, cuz I buy everything. But whether I'll run it, time will tell.
  3. cd8dman said: 3. The three setting thing bothers me. This is a style that has been used for 40k. And it does seem to work but I absolutely hate the idea of buying the core rulebook mutlple times. The real rub here is that it does seem to be a profitable way to market these things. It allows the "new player" market to occur frequently, still supports the past players, 95% of the material is usable in each of the "settings". This is likely something they will continue to take advantage of. I suspect that this was done for the player's benefit. A lot of time, the GM buys the core books and the players (sometimes) buy a book relevant to their chosen character. But having just a 'character' book, it doesn't provide them with the rules. Now, players can have all the core rules and their character stuff. I'm not against this idea. Seems like it could work.
  4. Like many, I was a huge fan of NR. Loved it. Never had enough money to buy it all but I got a nice stash of it. I like the Android universe, but disliked the board game (it was okay, but has too many flaws to make it fun). So I'm very excited to hear about this marriage between NR and Android. I think it's a fine fit and it's an auto-buy. Going forward, the game WILL change. I, and clearly many, consider NR the best CCG of all time. I liked it far better than M:tG. NR will have a strong backing and FFG will modernize it. But they will also have to put out expansions that will ultimately change, enchance and break the game. It happens. But so long as I can get some of my new friends to play this wonderful game, I'm pleased.
  5. So here is the thing. I loved the game when I first got it. LOVE IT! I thought they had such a great idea with the cards and the dice. It was fresh and different. I've run a campaign now for over 6 months. And I'm very much less excited about the game. I think that the problems I've encountered are: Building Encounters (monsters) is much too time consuming. There is something to be said about a Monster Manual where you grab and go. I get the idea behind giving monsters their own cards...but it's just too much. I've no way to even sort these cards very well. As a GM, it's a nightmare. Dice - This game does not need Reckless or Conservative dice. The Cards can actually handle those things well enough. There is no reason to add the red and green dice and depth of stance. It's just a complication that has very little gain. Stuff - There is just too much stuff in this game. Seriously, it's hard to keep everything neat and tidy. Finding the right action cards for myself or players is a hassle. There are too many tokens. There are too many types of cards that barely get used (Mutation, Insanity, etc). Vague Passage of time - Normally I love scenes, but Warhammer combines these with their Recharge system and that allows some odd things to happen. How many times can a player cast a spell outside of combat? Fatigue and Stress - These are fantastic ideas, but a player can get rid of them so casually as to make them have little impact on the game. It's very easy for a player to manage both of these things. They can remove it after a fight, they can remove it during a fight and they remove it after they sleep. Anyway, I just wanted to say that I love the idea of this game more than how the game plays out.
  6. My $0.02 1) I presumed that Wounds are minor cuts left by the weapon. They are recovered very easily in this game. A dagger can be just as deadly as a sword, for certain. But I think that's where Critical Wounds come in. The CR for a sword and dagger are the same. 2) I like the idea of weapon length because it's both realistic AND visually dramatic. You could really see a hero with a dagger dart his way into the range of a spear and then stabby-stabby. One thought is to create weapon lengths. Old sckool D&D actually did have this. But this is WH3. Keep it simple. Spears and Halberds are Long. Hand Weapons are Medium. Daggers are Short. All combat, by default when Engaged you would still be a a weapon distance equal to the longest weapon. Thus Spear vs. anything you are default at Long. If both had a Sword you would be at Medium. You have two options for closing distances: 1) You need to spend an extra Maneuver to switch weapon distances. So Long to Medium would be 1 additional Maneuver. Long to Short would be 2 Maneuvers. This is simple and would keep both sides spending Maneuvers each round to adjust where they stood in a fight. (This is okay but to be honest, a spearman would have an easy enough time to keep a dagger fighter at bay...unless/until the dagger fighter managed to get close...then it's the opposite. The dagger fighter would do their best to stick to them like glue and making the stabby-stabby motion). 2) Make it controlled by Boons. Two Boons allows you to change the weapon distance one rank OR to whatever you want it to be. Next you have to decide what the game effect of your ideal weapon distance is. Keeping it simple is ALWAYS better. So I would propose something like: 1) When at your ideal weapon distance you decrease the CR of your weapon by 1. That would make some weapons CRAZY deadly. 2) When not at your ideal weapon distance you increase the CR of your weapon by 1. Basically the opposite concept that you are not at your best, thus it'll be harder to score a deadly hit. 3) The other obvious idea is that you get a Challenge or Misfortune dice for each distance rank you have to try to fight against. Spear vs. Dagger (Long Weapon distance) - Dagger has 2 <P> or 2 <B> Spear vs. Sword (Long weapon distance) - Sword has 1 <P> or 1 <B> Spear vs. Dagger (Medium Weapon distance) - Both have 1 <P> or 1 <B> Spear vs Dagger (Short weapon distance) - Spear has 2 <P> or 2 <B> Now this is all well and good until you encounter monsters with non standard weapons. What are they using, for example? It's not listed in their profile. And what is a dragon's weapon distance? Anyway that's my thoughts.
  7. Found that in the FAQ, you place some default tokens on the madness card when received. This gives the mechanic a little more bite.
  8. When a character is distressed and takes more stress they draw an Insanity card. If they draw an appropriate card they place it down in front of them with...zero tokens? So a character will only retain the insanity if: They are distressed Gain another stress Draw an maddness that befits the situation Gain MORE stress, while distressed to put tokens on them. Then later, fail the roll to discard that Madness. If that is a correct assestment then that is a a ridiciously complex process to retain madness.
  9. Spivo said: I can't see that much of a problem with doing so... for some actions this will actually be beneficial to them. It would be good for the "Styles" action cards, like Wardancer and such, as most of their cards benefit from having as many recharging as possible. The only problem I see, is reactions (defences), as you'll then only be able to dodge/block and such every 3rd turn, but on the other hand, that makes actions that instantly recharges reactions much better. So you should be prepared for some actions to loose "value", while others will gain "value". Ahh, but it shouldn't affect Defences as you don't play them on your Initiative. So keep it simple, in your End of Turn phase you would: Remove 1 recharge token from all your recharging cards Place the card you played during your Initiative down next to the rest of your recharging cards and place all recharge tokens on them. So since the Defense cards were placed on an opponent's Initiative, they would already be in your 'recharging' area.
  10. Hello, I think that the Recharge rates on most cards seem...too short? It's actually less the recharge rate and more the idea that you play a card, then, before your turn ends, you remove a recharge token off that very card. It seems...silly. I mean if you were to follow the literal rules, you are supposed to put the card down, roll, if a success you drop X tokens on it, and then immediately pull one off as you clean up your turn. What would the impact be that, in the round that you play a card, you don't remove a recharge token from it. You do remove a recharge token off all your other cards, just not the one that you use during your initiative. Thoughts?
  11. I was thinking of giving players the option to not pass out when they hit their Fatigue/Stress levels and instead take on 'critical' or 'lingering' Fatigue/Stress. Basically they will retain 1 Fatigue/Stress until they can take a true break from adventurering. Spend some of that money on themselves and frivilous things.
  12. Hmmm, i was afraid of this. The new adventure has taken a page from the Creature Vault. All the monster stats are completely card based. Some may like this but I prefer to not have to go sort through and find my cards when I get around to running this adventure. It's a bit of a pain to keep them separate. I guess I really liked the other adventure books where your monsters were in the book, ready to go.
  13. The Sundance Kid said: For capture the flag we play like a FPS sort of. When a character dies it returns on the following turn after you roll initiative. However, the character is equipped without any of his items, he must pick up other items or the items he/she dropped. You can only win by the rule book states "In capture the flag mode, a player wins immediately when he has planted two of his opponent’s flag tokens." I shall try this. It defeats the points of 'reinforcements' and the one Reich generic guy who can come back to life, however. But this might be a simple solution. It would force you to actually play the scenario rather than blast away. And since the game is already pretty much a FPS replica...it would fit fairly well. They clearly liked the idea of having non-hero reinforcements. I'm curious then, perhaps when the reinforcement packs come out, that perhaps this would be the key. You can have 5 people on the board. You can bring out non-heroes for free. You can bring out heroes for 3 reinforcement points. If you have less than 5 people on the board (and you have the non-heroes packs) you can bring in a non-hero even if you have that figure on the board already. Something to consider...
  14. My opinion is that the rules are good. Much better than before. Equipment is much more balanced, as are the basic rules of play. Command points seem great. My problem still lies in the simplistic gameplay. This is nothing more than a run-and-gun game. While that can be fine and fun, there is zero depth. Even trying the capture the flag provided little reason to actually get the flag since if you could just eliminate the team, you would win. My hope was that they would have Skills actually have some effect on the game. Like if you could succeed at a skill challenge you would get X (I'm not referring to merely being some sort of win condition). It would at least give some sort of reason to move around the map, rather than hunt the enemy. Hmm....I'm very much on the boat on Tannhauser. The rules work and work well. But the gameplay is kinda dull, only because...it's just a simply elimination game no matter what scenario you are playing. My only thought is that, since this is trying to simulate some sort of first person shooter game...maybe allow all the characters to return to the board? Improve the reinforcement rules? Something...I dunno.
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