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  1. Appears to be a choose your own adventure story, although really more complex. The product explicitly states there is no DM and looking at an sample of the work describing an Orc bandit about to fire an arrow and two possible actions you have depending on past actions (check this box if X is met, check this box if X was not met) it is pretty heavy on the choose your own adventure path. That isn't saying such a system is bad, per say, but it does make one wonder how well something like that will hold up to replays, how long the sessions will be for a given adventure, if the players will feel like their choices have long lasting implications, and more. I am down with giving a new system a shot to see how well it does. On the plus side to such a system, it really does mean your characters can keep playing with easily released expansions via adventures so their is little need to 'retire' a character. Unfortunately, it also makes me wonder if player death will be something the group should be concerned about. It really is something that should be implemented somehow and I wonder how they will do it. I am actually more pumped about the world of Terrinoth being expanded than anything else though. That said, such a system would make for some really awesome horror themed stories with permanent character death for one shot adventures that last 2-4 hours at a time. A big box of those adventures and a simple 'meddling kids' or 'college jerks' character creation toolset to get into the game fast would be up my alley for filler game on nights when the group needs a break from our usual games.
  2. Nope. Not this game. I have played it five times as the Invaders now and you have to be outright murderous and use every single underhanded tactic you can employ every single turn or else you aren't going to get the kills needed to win. The marines have plenty of options to heal in the game. Especially if someone is playing as a medic. Meanwhile your options are to just attack, attack, attack and try to whittle those health pools down. The space marines are overpowered to the point of insanity with a single marine easily dropping multiple opponents per turn if they pick up something like a chainsaw or chaingun. The game loves to kick out imps as the main spawn but their health pool is ridiculously bad and if they take one point of damage they can be glory killed. You have a very, very simple goal as the Invader player, kill the space marines, but they don't make it easy to accomplish at all. If you up against a solo marine, god help you because you are essentially playing against Doomguy (one extra action per turn, double HP, one extra card in hand, two cards in the initiative stack). You can clog the board with minis and he will just keep on mowing them down. In the event you do manage to drop him, he just comes back angrier than ever.
  3. Dirty Underwear O'Toole. As an aside, something has been bugging me with the way the slots are listed for Arcane and Hands. Can I use a one handed weapon in the one hand slot AND a two handed weapon in the two hand slots at the same time? Same with the Arcane slot? OR can I only use a two handed weapon or an Arcane object that takes up the 2 Arcane slot and no longer use the single hand and Arcane slot? Can I duel wield pistols for example with one in the one hand slot and one in the two hand slot? Can I have a pistol in the one hand slot and a sledgehammer in the two hand slot, or does the sledge eat both slots up? I would figure it would be as simple as my character has two hands so they can either have two one handed items or a single two handed item and they could use either two smaller arcane objects or one bigger arcane object, but I am looking for more of an official kind of ruling here before the question inevitably comes up.
  4. I love me some Runebound, but I will be the first to admit it does have flaws. Not what the OP mentioned really (Excluding expansions, they are always welcome to extend the life of the game). The most glaring flaw is that the absolute best strategy for being able to deal with the major threat is the most boring one in the game. Ignore quests and instead do nothing but run supplies and get gold to buy items to make you more efficient at gaining gold to buy gear, weapons, armor, etc for extra combat discs. There are very, very few skills in the game that trump having extra discs in combat, to the point having a diverse skill set with great combat options but weak or no discs will still have you get creamed in the final encounter where as someone with no skills at all but good combat discs will almost always win the throw down because their combat damage and defense are superior. Using this play style, players who can manipulate travel dice or have higher speed right out the gate have a clear advantage. Is it fun to play this way? Not at all, but it is the playstyle that offers the maximum chance at victory and skill cards should be made that really are more worthwhile for combat choices. There is a skill, for example, that makes all your attacks unblockable. That is a great skill and is worth the time to gain, many others though offer only a small increase or new and not so powerful ability that makes spending the time gaining them instead of gold and gear a poor choice. An option could possible be to increase physical damage by 1 for every strength skill, magic damage by 1 for every magic skill, and defense by 1 for every agility skill you have on your character for all combat that are added toward any similarly thrown discs making skills very valuable indeed, even the ones you wouldn't normal invest the time in gaining because of the increase in survivability and damage dealing aspects of your character. Make it so that you can only use the printed attribute total on the character card when using such a feature to keep it from being terribly broken and suddenly taking time to acquire skills places them on par with mid level equipment but better than poor equipment and not as good as high level equipment. I would have to try a few games with this rule in effect to see how it plays out though. It might be terribly broken, but as it stands right now just running for gold and milling the store deck for the best items is already incredibly broken during most end game scenarios as is. At least this way it would make the game more fun for me and my group who have gotten hung up on gold gaining instead of questing for skills in games as of late. Edit: As an example for the combat encounter using the optional rule I mentioned. Let's say I have 2 strength skills, 1 magic skill, and 2 agility skills. I toss my discs and the results are 2 axes, 1 wing, 1 shield, and 1 doubler. All added up I have 4 physical attack (2 axes +2 strength) and 3 defense (1 shield+2 agility), no magic attack (No disc face with magic attack so the bonus isn't applied from my skill cards). The doubler would only effect what is on the token and not the skill bonuses so I could jack the physical attack up to 6 (4 axes+2 skills) or the defense up to 4 (2 shields +2 skills).
  5. I don't know man, the Android Novella Monster Hunter has been listed as being on the boat since January according to the update page and it is apparently available for purchase now. Maybe the update page has gone wacky or something?
  6. Still saying Dwarves would be better. Either way, I wouldn't turn down basically anything at this point.
  7. I am torn. On one hand I am always happy to get more content for a great game and Battlelore is, indeed, a great game, on the other hand I hate the knife-eared fae with a burning passion. What this game needs is DWARFS!
  8. Flamespeak

    Stopping acronyms

    All Nit-picking Aside Gamers Rightly Assign Many Simple.
  9. WHFR 3e has been 'Dead' for a long time now and I still run a routine game of it and have been for quite a while. Not going to lie though, when I saw the horrendous price gouging going on for the Hero's Call supplement ($1,100) I was sorely tempted to sell my complete collection. I figure since it is all in fantastic condition (everything sleeved and sorted from day 1 and about a half dozen extra dice sets) I might be able to make a mint selling this when I do decide to cut ties.
  10. I don't like the CCG model, so I won't be buying this game. I wonder why more people aren't just following suit with a similar mind set. I hope it is fun and those interested in it have a good time with it though. Don't like it? Don't buy it. Like it? Buy it. Let the market decide if it should stay or go.
  11. As an aside, the easiest way to get great gear quickly is to utterly ignore quests and just mill the store for goods and run them in on your turn to the closest locations possible. It isn't very fun or thematic, mind you, but you will absolutely be the person most likely to beat the brains out of the final encounter because tossing extra tokens with positive effects from gear trumps the vast majority of skills in the game.
  12. I always recommend the same thing when people ask for ideas for Halloween horror sessions for RPGs. Listen to old horror radio shows or watch old horror anthology series that most of your players are probably unfamiliar with for ideas. Put a system setting spin on the idea presented and you are good to go. Pretty easy to accomplish.
  13. I have never understood the complaint of the games components being in the way. Have these people never played an RPG before? The components were little more than text blocks for available actions and a way to keep track of what your character had access to, what they don't have access to (recharging) their HP pool, fatigue, stress, and distance all at a glance. For every single person at the table. It ate up more table space, I will give you that, especially if people played with all their skill cards laid out in front of them (protip: only charging skills and cards you are actively playing should hit the table in front of you, the rest should be in your hand). In short, all the bits and bobs for the most part were just modular character sheets with all the reference work removed so you know exactly what did what at any point in time. The stand-up pieces were nice for knowing who was tangling with what in an abstract, the location cards were great for reminding people that they were fighting somewhere special and that it can effect their battle in someway. The initiative track is something that you have to deal with in every RPG I have played, so complaining about here seems odd. The timer mechanic being used to advance mysteries and chases was fantastic. The extra abilities people gained for characters were also great. The social skills were exceptionally well done with things like 'I Know a Guy' getting ridiculous levels of use by my more roguish players. WHFRP handled a lot of things really well. Combat though, while highly narrative, was probably one of the weakest parts of the system. (Stat+wep+bonuses) - (tough+soak+bonuses) = Wound result (minimum of 1 on a hit). To be fair, once you understood that two of those basically don't change for a character much at all if they are using a weapon they like it still makes a bit clunky. Once you get the hang of it, it is fast paced enough and some of the situations are truly memorable, but the flow is a bit off. Having a dwarf bury a hand axe in a troll's skull and finishing it off with a triumphant yell as a couple of Ungors look on in horror shaking their moral is great, then having those same hand axes get stuck in the troll's head so he can't pull them out (curse you chaos star) adds to the fun. Luckily his partners managed to drop a couple of Ungors causing the rest to flee, but that could have turned nasty. All in all, WFRP 3e is probably the absolute best fantasy themed RPG I have played. What hurt it was not how the components were used though. It was two things mainly. 1. The price for entry when it first came out drug its name through the mud especially given the limited amount of support available for a steady group (three players). 2. The EXISTENCE of those physical components for so long with no real alternative to play without them when the world was moving to pdf and heavy virtual table top use.
  14. Battlelore is a mixture of tactics, chance, and zone capturing that can be played in about an hour with two people who know what they are doing. One hour including set-up and tear down. The movement is pretty limited, but the game is super simple to learn and to teach. I doubt that RuneWars is even attempting to compete with what Battlelore is doing.
  15. What's odd to me is how FFG designed an AI deck with their Gears of War board game that did a pretty solid job. Just having that as an option would be nice.
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