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Post by Hexenritter Verlag on Jul 25, 2018 12:59:46 GMT -5
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Post by xizallian on Jul 25, 2018 15:35:22 GMT -5
I read one of the reviews and this sounds like a really fun game, I will have to take a deeper look at it.
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Post by Mighty Darci on Jul 27, 2018 18:46:34 GMT -5
In the youtube review it looks like a digest sized book and only 48 pages.
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Post by Hexenritter Verlag on Jul 27, 2018 19:02:22 GMT -5
In the youtube review it looks like a digest sized book and only 48 pages. The core book is 48 pages but the Addendum is 88 pages long of optional material and both are digest size. The creator is planning to create a combined hard cover in the future likely after the creator has finished his current Kickstarter project Solar Blades & Cosmic Spells science-fantasy RPG based on the SS&SS system.
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Post by Mighty Darci on Jul 27, 2018 19:28:12 GMT -5
In the youtube review it looks like a digest sized book and only 48 pages. The core book is 48 pages but the Addendum is 88 pages long of optional material and both are digest size. The creator is planning to create a combined hard cover in the future likely after the creator has finished his current Kickstarter project Solar Blades & Cosmic Spells science-fantasy RPG based on the SS&SS system. I like the digest size it is charming and evokes OD&D which is a good thing.
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Post by Hexenritter Verlag on Aug 12, 2018 18:29:06 GMT -5
Okay now that I printed the main PDF out & gave it a bit of a read I'll component upon it. Over all it appeals to me from a visual and conceptual point of view, but fails to turn that promise into something I'd want to play (I am glad that I didn't buy the print version).
The core mechanic is an attribute test - which I've used before in Swords & Wizardry but I find it hard to rationalize this bit:
SS&SS pg. 7: Core Mechanics: I get the roll under Attribute but why on earth do you want to roll higher the better? It makes no sense as it is counter-intuitive, as it should be lower the better not the other way around. But this counter-intuitive nonsense continues here: This makes no sense to me what so ever - maybe I am dim in the head, but I cannot fathom the logic. The following seems to be a pointless rule: If there are no Resisted Tests against opponents there is little reason to include this rule, unless you want a rule to use for such things as gambling and such between players that is. Meh.
Next you have Positive & Negative Dice, which is basically 5e D&D's Advantage/Disadvantage rule with a different name tacked on. Not a bad addition as it could cut down on unneeded complications of using mods on tests. Then you got another unnecessary rule Pushing the Roll which is basically a do over roll, which could be replaced with the Luck Roll, but I get to that soon. It should be an optional rule if anything for youngsters just learning the game.
SS&SS Pg. 8: Core Mechanics continued: Not a Core Mechanic but is listed in the Core Mechanics section ... doh! Instead of ticking off arrows and the like you roll a dice and then have to keep track of what usage die you are on - sooooooooo much quicker. This epic fail is repeated on the Luck Roll, which could've been handled by a Luck Point or Fate Point mechanic better or simply give advan... oops Positive Dice to a roll, meh.
A few positives are the Archetypes (aka Class) as they seem fine & frankly I like the Complications on pg. 14, but it is weirdly tied to the Luck Roll mechanic. I actually like how equipment & armor are listed as Small, Medium & Large for weapons & Light, Medium & Heavy for Armor. I also like how there are examples of what weapons & armor are covered by those categories. The Damage reduction of armor is simple and the disadv ... oops Negative Dice are applied to attacks against a shield wearer is a fun tweak. So if you are shieldless and you get hit your armor simply reduces damage to a minimum 1d3, where as if you have a shield you are even harder to hit. Is it a system I'd use? Maybe - but most likely not. Encumbrance is easy to use as if you go over your Physique Attribute you get negative dice to mobility, strength & reflexes based Attribute Tests.
The magic system is intriguing but I am not a fan of it as it is tied to the Attribute Test mechanic as written, if corrected I might like it & port it to a game I run. The rest of the rules are fine & with some tweaking if needed could be used in another game. If the creator of the game created a second edition that corrects what in my opinion are flaws I'd play it and even potentially run it.
Though I never see me running this game I can see me being a player in it as it is up to the Ref to manage the system not me as a player. If you want me to go over the other rules I omitted & those in the Addendum let me know & I'll post my thoughts on them.
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