49 minutes ago, Avatar111 said:i can agree with that.
prod value: great (not star wars "fantastic" but still really good, the dices are a bit lacking in readability and it doesnt have a lot of nice full spreads in the book)
gameplay as intended: good (core ideas and concepts are solid, the intention is good)
rules are written: lacking (is a very nice way of putting it, it needs a solid pass of polishing unless you play in a very non-gamey group where rules are taken very lightly)
It's more likely that Ato's and your groups are exceptionally litigious. It's nice to see a rulebook written for people with common sense, rather than for lawyers and rules-****** munchkins. Much as with D&D 5E, the rules are imprecise so much as not written in legalese, and the people I've come to correlate "posters who have players who rules lawyer" with "posters who complain about the FFG rules writing style"...
I got rid of my rules-****** munchkin player.
And, as for Earth stance - it does NOT prevent spending opportunity to affect the target. It prevents only opportunity spent to inflict a condition and opportunity spent to inflict a critical.
- Doesn't prevent opportunity for secondary targeting for damage (as several spells do)
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doesn't prevent criticals, just prevents spending opp to get them.
- if you're incapacitated, it's still a crit instead of damage.
- if you're being hit with Heart Piercing strike, you still get the crit, as it doesn't take opp to do so
- if you're compromised, either finishing blow or rising cut go straight to crit instead of damage as a primary effect
- doesn't prevent inflicting conditions by the primary effect of an action (such as Heart piercing strike
- doesn't prevent inflicting strife (fire stance) with opportunity
- doesn't prevent damage (rise, earth) with opportunity.
And it never did any other those.