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Originally Posted by mlangsdorf
The system is probably more mechanical complex than would be desirable for a high-powered, semi-narrative game.
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Noted. Though that's probably better than 'General Quick Contest. You defeat the generic Dragon-Blooded. Next.' sort of mechanics.
Quote:
Originally Posted by mlangsdorf
It also has some obvious issues, like expecting people to routinely roll 15+ dice in their die pools.
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Noted. I wonder if it is deliberate.
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Originally Posted by mlangsdorf
Weapon damage for even medium range weapons without charm usage is absurdly high compared to armor and health, making combat unreasonably deadly.
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Hmm. In the tutorial, I downed Crimson Rain in a single blow. I did throw all I had into it though, rolling 20ish dice.
Overwhelming, Hardness and Minimum Damage seemed to be the last straw of complexity. Though I suppose they're not that annoying once you're used to them.
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Originally Posted by mlangsdorf
There's a huge gap between what the fluff says a character's ability should be and the game mechanical representation.
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Hmm. In what direction? Generic WoD-inconsistent, or consistently lower effect than fluff?
Quote:
Originally Posted by mlangsdorf
The charm trees are bloated, non-intuitive, and hard to remember, which leads to NPCs being nearly unplayable.
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Ouch.
Quote:
Originally Posted by mlangsdorf
I'd say the game is difficult to play as it is. Supposedly, the errata is making things better, but there's a lot of fundamental concepts that make extended campaign play difficult.
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What exactly do you mean under those fundamental concepts?