One problem I (and my group) having with the game is the number of bits and pieces. At first, when I bought the game, I find it really nice to have all those gaming tools but now that my game time never extends more than 4 or 5 hours I'm always looking for ways to speed up and make the game more simple and less bookeeping. I dislike the fact that you have so many sources that could apply to certain situations and have to look at eveything to make sure you dont forget something.
My initial idea were to drop some subsystems (or merge some) but I want to know if other people have done the same and what impact they think it will have on the game.
- No party sheet.
Never used it much anyway. It's certainly not a vital part of the game and I'm not the first to think about getting rid of it.
- No stance meter.
Instead, a player can decide to transform a number of stat dice into stance dice (only one stance at a time, obviously) equal to the number of stance he bought with advances. So, if the player bought 1 conservative and 2 reckless, he can exchange1 stat dice into 1 conservative OR 1 or 2 stat dice into 1 or 2 reckless dice. I won't limit the number of dice he could exchange while in one stance. If he bought 4 reckless dice, he could go from neutral to full 4 reckless dice in the first round of a battle (berserker rage!!!! lol). There's a cost for each stance dice anyway (fatigue, bane or delays).
What's important to get here is that you don't need to keep track of where you are on the track ("That's a lot of tracks!" lol) and manage manoeuvers and free actions to get into a certain level of stance and all. You're either reckless, neutral or conservative.
A character must take 1 turn with neutral stance if he wants to go from once stance to the other.
Cards that affects stance, such as Ritual Dance action cards, would need a little bit of tweek.
Most Ritual Dance cards plays with going from one stance to the other, so they would allow one's to skip the neutral stance turn when shifting from once stance to the other when the card says to adjust your stance 1 step into a stance.
Cards that would make one's stance to shift in an opposite direction would force that character to take a full turn in neutral stance. That character wouldn't be able to shift into a stance until the start of his next turn.
Cards that would normally push deeper into a stance a character was already in (or was at neutral stance) would force that character to adopt that stance at full strenght for a full turn.
- Merge stress/fatigue.
Only one pool that affect all stats at once. How could fatigue affect fellowship or stress affect endurance, you ask? Well, go run a marathon and then try to, say, coordinate a football team match plan. You'll see how fatigue affects psychological capabilities. Or try to walk on a beam that stands1 foot high from the ground, then try the same exact beam that stands 10 meters high and see how much difficult it is.
I'm not sure yet as how you'd recover at the end of an encounter, either the best of your Tou or Will or both.
Problem is I'm not sure it worth the effort to change few rules about it for the few time it could save at the game table. It could result taking more time if you need to convert some rules on the go each time and risk to brake some game mechanics. What do you think?
- No universal effect (that is, on 2 boon or bane you gain/remove 1 stress/fatigue)
Makes less playing around with stress/fatigue tokens.
- Humans' favored by fate modified. They get up to 4 fortune token instead of 3.
I always keep forgetting using that power since it's not on a card and I don't need yet another card for my character so here's an easy way to fix that.
If you have other suggestions of things you've dropped/modified to make the game runs smoother, please share !
I'm looking forward to comments about those, if you think some of them could be game breaking or don't make sense or even if your neighbor's dog keeps yapping, keeping you from sleeping each night, making you pissed and want to swear at my stupid ideas lol