So I read through the book completely over the last week. I can't say I am ready to GM a game yet, but that is my overall goal. The goal of this thread is to get a better understanding of one or two things that seem to have passed me by and give some light impressions rather than any solid feedback. I'd encourage others to do the same here. Please try to keep my thread free of flaming, and more of a Q&A session with some light opinions/asides.
So without further stalling:
Questions -
Signature psycological maladies and corruptions are mentioned in the character creation thread, but never again. What are their uses mechanically?
I keep hearing that which trait tree you can buy from is based on something in character creation. Can someone give me a page number and/or an example of this?
I do have more questions, but lets start with that.
Impressions -
This was a much bigger change than I was expecting, but I'm glad to see that it's still basically compatible (with some tweaking) with the old pre-published adventures. Other DH supplements will need more effort.
I was expecting the action points to be based on a characteristic (ie AB+1) but there is nothing wrong with the system as is. Really, when I heard it was action points based I envisioned a lot of changes that didn't appear such as getting rid of one attack action per round. But just because I made up this system in my head based on supposition, doesn't mean it's better.
Character creation seems smooth and, need I say it, fun. It gets away from a lot of the clutter/confusion that was in previous games. I would add a sidebar about buying/selling starting equipment, but it's not essential because the GM knows that it's his decission already.
There's a lot of ranting about talent trees, but I don't see it as such a bad thing. To the best of my understanding everyone should eventually have access to any talent they want. The problem people had with the old system was that they couldn't access talents they wanted, now they just have to undergo "talent tax".
I would rather if they weren't so deep, perhaps adding several root elements and widening the tree would help here. I often took advantage of suppressing fire in the old games, it vastly increased the survivability of the group, now I really have to struggle to buy it...
The increased amount of GM decides is a good thing as it minimises the amount of rule nazis and rummaging through the book.
A lot of the rules that used to be on the DM screen have been simplified to the point that I can remember them off by heart. Really, I think the only thing that will be essential in my DM notes will be the injuries charts and the skills uses list.
There are some typos, but I’m no man to comment on that and this IS a beta!