What kind of game is Anima RPG?

By eternaldream, in Anima: Beyond Fantasy RPG

I bought and painted a few of the Anima Tactics figures. I really like them a lot, and I'd like to collect a lot more. I was looking for an alternative to D&D to introduce to my friends. I was just wondering how the Anima RPG game works exactly. I've read bits of the rulebook to get a basic idea. My first impression is that it's more complicated than D&D. It uses only d10s, and most rolls are based on d100 (by rolling two d10s). I'm familiar with D&D, so my questions will relate to my experience in playing D&D.

How detailed is character creation? Is it like in D&D where you choose a race, class, stats, skills, feats, equipment, etc.? What kind of creatures can you fight? I didn't see that many listed in the book, but I think there was a section for creating your own. Can you use miniature with the RPG? Are any of the characters in Anima Tactics in the book? Can you create adventures that are both story oriented and combat oriented? Are there rules for massed battles, like versus hordes of enemies? Or is it more like one on one.

eternaldream said:

I bought and painted a few of the Anima Tactics figures. I really like them a lot, and I'd like to collect a lot more. I was looking for an alternative to D&D to introduce to my friends. I was just wondering how the Anima RPG game works exactly. I've read bits of the rulebook to get a basic idea. My first impression is that it's more complicated than D&D. It uses only d10s, and most rolls are based on d100 (by rolling two d10s). I'm familiar with D&D, so my questions will relate to my experience in playing D&D.

How detailed is character creation? Is it like in D&D where you choose a race, class, stats, skills, feats, equipment, etc.? What kind of creatures can you fight? I didn't see that many listed in the book, but I think there was a section for creating your own. Can you use miniature with the RPG? Are any of the characters in Anima Tactics in the book? Can you create adventures that are both story oriented and combat oriented? Are there rules for massed battles, like versus hordes of enemies? Or is it more like one on one.

Hi there, hope i can answer as best as i can :) .

Character creation is extremely detailed and can take as long as a DnD character, even longer for new players and GMs when you first get started.

The system is not entirely class based as DnD is, and in fact there are almost no class based abilities, and there are no feats. You choose a class to choose a focus, and it determines the ratios for point spending. If i am a warrior i can still use magic, its just more expensive.

There are also multiple point systems, so that a standard character has Creation pionts (CP), and Development points (DP). There are also point systems for different types of characters: martial knowledge (MK) is usually for fighters or technique users. Path levels (no abbreviation) are for casters, as well as Zeon (like mana for spells). Instead of proficiencies for weapons (again, class based) everyone starts with one proficiency of their choosing, and then can buy additional 'modules' for different weapons. The cost for the modules is based on what your starting weapon is (if im proficient with daggers it will take more points to learn a greataxe than a shortsword) or you can buy general modules for a fixed flat cost (learn all swords,learn all axes, all 2handers, or specific weapon groups).

There are few racial choices, and traditional fantasy rules do not apply to the Anima setting. For choosing an alternate race in the core book you get massive bonuses, but you also get XP penalties per session that are different for each race.

The bestiary is terribly small in the core book, but the tools allow you to make just about any monsters you wish. The system is not based on fighting monsters usually, however. It is more story driven.

You may use a battle map and a miniature, and you can use squares or hexes (as the book doesn't specify which you should use), though the combat is not as tactical as DnD, and flanking is notoriously difficult.

No specific characters are described in A:BF, and very little story / organization heirarchy is given. The anima tactics rulebook however does very well with this and i might pick it up just for that :)

Yes, story should drive any confrontation, and combat is a means to an end, as well as other roleplay concepts as negotiation or psychic/magic usage to avoid combat.

Mass battles are not very well defined in the core book, though there is defense against mass projectiles and a few other notables. Combat should procure much like i hear anima tactics does, a small group vs another small group or against a big baddy or something similar.

WHEW, long. but i really hope that answers some questions. This is the best system i've ever used, speaking as a DM for 3.0 and 3.5. Please give it a try if you have the time :)