So now that some of us have gotten to play the demo, this is a post to see what people think about the game. I thought it might be good to start a thread like this since so many of the others are full of conjecture, here we can talk actual statistics, rules, the way things work, etc?
Overall, I liked the game. The dice are capable of doing everything I thought they could and more (at times) then I expected to have happen.
I got the benefit of being able to run with it "off book" a little today and I must say being able to sit back and let players narrate their own success/boons made every roll seem critical. Also, the track for "getting things done" or whatever its called, where players have a certain amount of beats to accomplish their goals even spiced up the module let alone my later play. Overall, I really liked the dice and this particular meter.
I also liked the initiative system. It could use a bit more range (maybe it was just the low characteristic games I got to play) but it seemed like everything was dumped into 0-2 slots, and that's it, but that's just the limits of the rolls I guess that I saw today. Still, I really enjoy this aspect as well and it was nice to flip-flop between people based on the needs at hand. To all those who figure (lead with the big guy), well, they're just plain wrong. It was not, even in the module to lead with the big guy. Everything could be readdressed tactically from round to round and gave a lot of flexibility (and chances for inter-party role play.).
I also really liked the First Aid system that allows to cause harm on healing checks and actually make first aid more complicated (more grim if you will) than a simple, yes I do first aid gain 1d4 hp back or whatever. Loved it to death and I nearly killed the guy we had to save during the demo on a three bane botched first aid check.
The talents were good, but I'd have to see more of them. I don't know if they're worth their cost when skills are so much better than they are (yellow dice are way better than white dice). Also some of the once per session cards seemed needlessly "once per session." The envoy's fellowship skill (add 1 fellowship dice) is nice, but it's not all that nice to develop into once per day. Honestly, I could have seen it once per seen. Other than those technical points they are good and are a nice addition, just not quite revolutionary to the system or gaming as the dice.
I loved the magic systems as well. They are good and sound like a lot of fun to play.
Now here's where I think it wasn't quite right:
I didn't mind the fatigue tokens at all. Honestly. I wasn't a big fan of all the tokens. I do get the feel this game was engineered to be used without a pencil. Well, that's all fine and nice, but wounds, fatigue, stress, all of that could have been done just as easily with a pencil. The wound cards make nice "critical cards" and this complaint is easy enough just to make a character sheet. All I'm saying is, the "board game" feel people complain about may come from it's pencil-less mechanics (though it has nothing to do with a board game). On this same note, I don't understand why there had to be both Fatigue and Stress Counters. What could have been done is combine the two into fatigue counters. Then the character either add together their Will plus Toughness or double toughness to calculate how much they must go over before they go unconscious. The Stress and Fatigue effects could have still just as easily come into effect once the total points exceed the Toughness and or Will characteristic and all of that, but the two pools just add more chippy madness and bookkeeping in a system already loaded with chip book keeping.
The Stance Meter I don't get. Sure I love the dice switching and the idea you can go reckless and conservative, but it's pretty static. I mean, the Troll Slayer constantly just janked it all the way reckless, the elf, all the way passive. It just worked out for the best. Moving it only ever happened because the encounter resets. It's a neat idea, I just don't think it really hits the mark as great design. In my mind there could have been better ways to bring these elements or the meter needed a reason to be more dynamic. I know Jay, if you read that, don't kill me.
The damage could also have been more dynamic, number of successes score more wounds (rather than just a +2 for x amount of successes) begs the question if you need two successes for a +2 damage, why wouldn't 1 success give you a +1 or 3 successes give a +3. There was a point the elf couldn't wound something no matter what they did and I'm never a big fan of that (even in the gritty). You should at least have a fighting chance, the elf did not (except with their bow which you can't use if it charges you).
Now, to the bad...the action cards. Don't get me wrong, I love the action card idea, I like some of the effects on them, I like how they expand options. I also like how you could drop multiple active defenses on a single opponent (you can do that right? We did all day). I just don't think they're well balanced and I don't think they're creating this awesomely dynamic combat system either. So many have zero recharge rate and we spent our time spamming one or two action cards over and over again. They didn't add dramatic or combat flavor (the dice cover that), they just added book-keeping, table referencing (the table is on every card), Double Strike which is hands down one of the best cards (if not the the best) is a zero. Honestly, I don't know why they don't rename warhammer two axes based on how broken that card is. The gun equivalent isn't even close as good. The Backstab card with a 4 recharge is not even close to Damage and side effects of Double strike. I'll admit, the recharge doesn't seem that bad, but it is a bit distracting and focuses more on the resource management of combat than it does on the combat itself. I don't know, not a huge fan, that's all.
Of course, I'm not a gamer who games for awesome detailed combat, specked out combat maneuvers, or anything like that. Sure, I enjoy a good fight, but the story is why I game and that's what I want. These cards actually don't facilitate story, they stand in its way, taking a story down to its component blow by blow, the very detail of combat at its heart. If that's your thing, you're going to love it. If you're not a huge fan of system, you'll probably won't like this part either.
So that's my quick run down. Feel free to rebuddle or post your own (so I can rebuddle
) or whatever, but that was my overall impression. It's way late, I'm tired, and may post more tomorrow.