| Anburaid |
I saw this game at Borders today and flipped through it briefly. I am considering buying it so I would like to know if anyone else has done so, what they thought of it, how game play works, etc.
Alas, I have skimmed the book but not played it. Their minis however are pretty awesome. I picked up a few of those just have them.
| Cap'n Jose Monkamuck |
I'm currently running a game using it. I enjoy it a lot and my players are loving it. The mechanics remind me of role master a lot. Everything is done with d10 or d100, mostly d100. Attacking is done by the attacker and the defender both rolling d100, adding and subtracting a bunch of stuff, then checking a table. Skills are done by rolling an open ended d100 and adding your bonus to see how well you do.
Good:
Fairly easy to learn system for most things.
Very interesting spells and powers.
Facinating setting.
Bad:
Very, VERY minimal pregeneration of NPCs/Monsters. Almost everything needs to be designed by the GM.
The math means that combat can take a while, especially if there are large numbers of participants.
Some of the mechanics (such as designing Ki techniques) get complicated and can be difficult to follow.
I appreciate them trying to make you need too many skills espcially since you have to buy them using the same points you use to buy your combat abilities/magic/psionics/ki stuff (more or less), but I keep wanting to have players roll skills that don't exist and don't have any obvious equivalent.
Interesting:
Three main kings of powers Ki, Magic and Psionics, none of which work the same.
Magic has a LOT of spells and many of them are quite interesting. Nothing prevents players from having very high level spells starting out except for GM ruling. The in combat magic is limited by the fact taht while spell casters have huge reserves of magic, they can only access it a little bit at a time. Knowing a spell isn't too hard, casting it in a usable length of time can be.
Ki powers can take time to get unless you learn a lot of unarmed combat are designed by the player using a mix and match system for their effects. Ki powers like magic limit how quickly you can access your energy.
Psionics interesting powers, with some ability to combine them to make unique combiations. They can be used as much as you want, unless you fail to make the activation roll. Failing to activate the power makes you take fatigue (and you don't have much fatigue).