This is a cross post from Strike to Stun. It's in reply to a posters comments about game quality varying with GM skill and the length of individual combats.
...and I think this is a very important concept. Like all roleplaying games, it's only going to be as good as it's presented. Once you are past that, then you look at the mechanics and see if they are helpful or detrimental to the process.
The combats in this version are more involved, but again perception plays a part. If you put your head down and trudge through them, then they aren't going to be as fun. I think the mechanics are engaging, but if you want that 'quick resolution' then it might get in the way.
However, if you roleplay your actions out and use the mechanics to support what you are doing then the system starts to shine. Combine that with the ability to look at the dice and see exactly what happened and things start looking pretty swank.
Let me give you an example of what I'm talking about from our demo:
Troll Slayer: "I grind my axes together and [move] engage the beastman. I attack with both axes."
[the player closes with the beastman, plays double-strike and builds his pool]
GM: "The beastman ignores the wounded Road Warden and focuses on you. You can see he hates you. He brings his full might and cunning to bear."
[GM plays Parry and adds a misfortune to the players pool along with 1 more for defense]
Troll Slayer: "I'm not letting this thing get the best of me this early on."
[player spends 2 fortune to add [WW] to his pool to counteract parry]
The dice are rolled. The result was an exact wash. There were very few blanks and every success was countered by a challenge. Every boon was countered by a bane. We noticed this as we were tallying the dice (about 4 seconds). The net result is a miss.
I thought this was a rare and very cool roll, so I took a few seconds and narrated it.
"You pull together everything you've got. Years of bitterness and shame, tempered by training and expertise. You attack in a whirl wind. However, the beastman has spent his life fighting for position in the herd. He musters up all that strength and cunning and counters your blow. The two of you struggle against each other, weapons locked."
Of course I'm paraphrasing, but you get the idea. This took way longer than a standard roll-and-a-miss, but I think the net result was worth the effort. It was a cool scene
So, like I said. Perception. If you go in jazzed about it, you'll have fun no matter what system you use. It's all about the players, not the game. Enthusiasm is infectious.