Unity is a high fantasy table-top role-playing game that utilizes a system of rolling dice using 2d10s to determine actions in the game rather than the traditional 1d20 systems. The main benefit of rolling 2d10s is that results are generally more consistent than rolling 1d20, while allowing game masters and players to experience the occasional rousing success or dreadful failure. As a Kickstarter backer, I've had this book in various stages of production and have played with my group using this system for 6+ months.
I found the character creation process to be painless; you develop your character's core concepts (the book has helpful questions to get you started), choose race/class, distribute attributes, etc., but the most interesting facet of character creation I found was the concept of "Core Paths". Rather than select from a list of pre-determined backgrounds (the book does provide some example Core Paths), you are free to develop your own Core Paths for use in certain non-combat situations that provide additional bonuses to rolls as well as enrich storytelling by linking your actions to your character's past. I really enjoy how this system encourages you to think about your character as a person with history before they become an adventurer rather than a pile of mechanics for the player. New Core Paths can develop through gameplay sessions as well which makes the character development memorable to everyone who was there to witness their growth. As a side note, I appreciate that the 1 page character sheet can fit a complete character.
For the various classes, you can choose between impactful combat powers that generally cost X number of a class's resource. You are able to recharge class resources by resting or by rolling doubles on 2d10s in combat (two 1's, two 2's, etc.). As your character levels up, you can either pick new powers or you can choose to upgrade an existing power that often improves that power in meaningful ways or opens up new tactical options. What I really appreciate is that most of the powers still have some sort of effect even if you miss, which reduces the frustration of not getting anything for spending your resources and using your powers. Unlike most systems where you are focused on picking or upgrading powers that are beneficial for only your character, you are encouraged to coordinate with the other players to choose powers that can combine to create potentially devastating results for your foes (combat is generally side initiative where all characters can strategize and act together in a round). As a side effect, I've really noticed in our group that players are more engaged as we plan our rounds to make our actions as impactful as possible rather than sitting around waiting for their turn.
As mentioned before, in the core rules the main resolution mechanic is generally 2d10 + attribute + any other bonuses versus a target number set by the GM or the combat stat of the foe. Rather than the players rolling for their characters and the GM rolling for everything else, the dice rolling is pushed completely to the players while freeing up the GM to focus on other aspects of the adventure. This creates an interesting tension for the players where they want to roll well for themselves, but poorly for their foes. However, if you're a GM that prefers rolling dice, there are alternative rules that support that playstyle. Our group ended up adopting a blend of player rolling and GM rolling that we're very happy with. There are two mechanics in the core rules that I find really interesting: Spark Points and Ruin. Spark Points are a pool of resources for the players that are generated through vividly describing their character's actions and are used to add "Benefit" to a roll (roll 3d10 and discharge the lowest) once enough Spark Points are acquired for a Moment of Glory. Ruin is a resource for the GM that is passively generated over time and actively through player action and bargaining and is used to power some nasty monster abilities and also complicate the character's lives in a myriad of ways.
I haven't even begun to scratch the surface in describing all the great aspects in this game in this review (the lore of the world and all its interesting adventure hooks, the 4 playable races, the various factions, the specifics of the 9 classes, the titan rigs, etc.). You just get so much value out of the book because it contains everything you really need to run your game or to just enjoy some great reading. As the other reviewer (David L) has mentioned, Zensara Studios has greatly improved this game since the beginning of their Kickstarter and I would love to see this book become successful so we can see more from them. If this review or any other review has you interested even a little, I would highly encourage you to take a look at the free sampler if you haven't already to see if this game is for you. As for me and my group, this is the system we will be playing for the foreseeable future and I would heartily recommend this game to anyone new to the hobby (the rules are easy enough to understand for beginners) or anyone looking for an interesting high-fantasy setting with highly refined role-playing systems.
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