TLDR: As a product, I think this was great - the layout isn't perfect, but it's still a well edited set of rules. It's a fun skills-based system, and if you're looking for crunch (vs rules-lite) this scratches that itch.
I wish that some of the minutiae was boiled down or distilled a bit more - broader rules/modifiers that encompass a wider array of situations. Extending things can be tricky from a balance perspective (because there's a lot to account for).
I just think about how Advantage/Disadvantage and the "Curve Squash" in D&D 5e were such huge improvements over the massive array of modifiers, but I'm not even looking for something THAT streamlined. Just look at some of what goes into figuring out the modifiers for combat:
Single Strike/Shot: Each (subsequent) shot suffers a penalty
Hard Cover: 1 Section behind cover, 2 Sections behind cover, etc...
Relative Speed (M/SEC): 01-10, 11-20, 21-30, etc...
Weather/Environment: Lighting (Dusk/Dawn, Dark Night, Total Darkness/Blind), Rain (Light,Moderate, Downpour/Monsoon), etc...
All that doesn't even take into account which "Range Bracket" (OUT OF 8!) you're in. And the reason you need to factor all that in, is because that's how the game balances things (in much the same way escalating modifiers and AC in D&D 3.5 & Pathfinder balanced things) - skills can go well over 100% (to a cap of 150) and unless you make use of modifiers, it's rare to miss.
I also wish that there were more pre-made monsters and NPCs that I could make use of - I've taken a look at the Uncle Ernie book, but the format of those doesn't quite lend itself to use. I'd like more pirates/mercs/etc. that aren't creations of Ernie - look at how many "Monster Manuals" have been put out by different people, much less the official D&D folks. Something like that would be awesome to see, even if from the community.
All that isn't to say I don't enjoy the game, it just makes it a lot tougher to run than I would like.
Rating: [4 of 5 Stars!] |