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11
Fantasy Express / Re: Quickstart now available -- more coming....
« Last post by Swanosaurus on April 24, 2024, 01:59:57 PM »
Okay, I'll be "that guy" and ask a quick question about the quickstart: I've only given it a cursory read as of now, but I took a closer look at the pregens, and ... why are all of them male? I mean, it's probably clear to that you can always change a character's sex, anyway, but why do the descriptions explicitly state the character being male in every single case?
12
Fantasy Express / Re: Initial Impressions
« Last post by Rasyr on April 22, 2024, 01:16:11 PM »
I'll chime in with my initial impressions as well (better than to start a new thread, I think).
I'm coming from MERP here (with MERP leading me to HARP and VdD, which are both games that I enjoyed reading, but never actually played). I tend to prefer rules-lite games these days (at the moment I'm writing scenarios for Troika! and Cloud Empress, which are pretty much at the opposite end of the scale from the Rolemaster family); but I also like games where details like armor, weapon effects and how and where you are wounded actually matter, I just don't get around to playing them anymore. So take whatever I have to say with a grain of salt, because all of this is from theory, not from practice with the rules of FE.

Jutst a quick note, the abbreviation I use for Fantasy Express is FX (it is even in the book... heheh) it is also why the X in the title is larger than the rest of the word express. :)

First of all, as others have stated, I really like the combination of RM's exploding dice and critical success levels with a 2-dice-bell-curve. Swingyness is nice, but FE feels like it gives the system a more solid foundation when it comes to what can be expected of a roll.

I have always liked bell curves (or a bell pyramid in this case hehehe), and I like open-ended rolls, so I paired them together (my other games do this in a different way, but I like this method better, I think).

I like that there are individual spells (like in HARP), not spell lists, though I still have to dive into the magic system.

They are not quite the same as found in HARP, but I think that they are better overall, and sorry, but I do not have a spell creation system that I used other than this feels right). The spells themselves were inspired by the spells from the 30th Anniversary Edition of Arcanum (among other places).

I love that the heroic path from VdD is in, it is a really great implementation of "fate points" mechanics!

I thought so as well!! I am so glad that Max and the others at Open Ended Games came up with it.

I skimmed the combat chapter, and the most obvious change is the lack of hit/crit tables. The latter being replaced by a "build your own crit with success levels" system makes a lot of sense. I'm not quite sure if it's a simplification, though; the upside of MERP/VsD is that you just roll your dice and then can look up what happened; the downside is the lack of control (and wherever systems from the RM family try to work around that by providing rules for called shots, disarming opponents or stuff like that, it always feels like, well, a workaround, and not really organic to the system). I know the "count your success levels and go shopping for special effects" from two other RPGs, the BRP-based Mythras and Green Ronin's FantasyAge. Both are systems I like, but I must confess that I don't run them any more, in part because of the analysis paralysis inherent in the "shopping" part - and there's a lot to shop for ... sure, players who don't care can always just choose the special damage from the table on the top, but the problem is that some players WILL (over-)analyze their options.

The simplicity/complexity of my take on this versus how Against the Darkmaster handles it depends on your point of view.

For many folks, the multiple attack tables and critical tables found in RM and even in Against the Darkmaster could be considered complex (I have certainly seen much dislike for the page flipping over the years....)

Looked at from the other direction, roll on table one, roll on table two is simple, and the build your critical  is more complex.

Personally, I liked the idea of trying to build my own critical. And the way it is set up, some of the possible effects sort of, but not exactly mirror those found in the specific Martial Moves (i.e. you can attempt the Martial Move: Disarm which is resolved one way (Conflicting Actions), or decide AFTER your attack roll to use some of your Success Levels to disarm your foe, which is resolved in a different way (a Saving Roll).

This allows flexibility in approach without adding too much complication -- I like simple but flexible, so that was my general viewpoint in writing this.



Still, I must say that it looks like the overall effects of the criticals have been abstracted quite well form traditional crit tables to create a more abstract and flexible system; that alone is a really great achievement. I'm not sure that I'll play it, but on paper, I like it.

One of the main thing about critical tables is their flavor text. It was always intended that a GM alter the flavor text to fit the situation, but too many did not do that or refused to do that.

By abstracting this down, and allowing the GM to supply the flavor text (I think I showcase this in the Combat Example), I am trying to keep that simple results, but flexibilty for the GM to describe it how he likes.

From what I've read by now, FE could certainly rival Mythras as a crunchy, grounded fantasy system, and if I ever get the opportunity to run it, I'll certainly give it a try.

Thank you.

Also, welcome to the forums!!
13
Fantasy Express / Re: Initial Impressions
« Last post by Swanosaurus on April 22, 2024, 12:47:46 PM »
I'll chime in with my initial impressions as well (better than to start a new thread, I think).
I'm coming from MERP here (with MERP leading me to HARP and VdD, which are both games that I enjoyed reading, but never actually played). I tend to prefer rules-lite games these days (at the moment I'm writing scenarios for Troika! and Cloud Empress, which are pretty much at the opposite end of the scale from the Rolemaster family); but I also like games where details like armor, weapon effects and how and where you are wounded actually matter, I just don't get around to playing them anymore. So take whatever I have to say with a grain of salt, because all of this is from theory, not from practice with the rules of FE.

First of all, as others have stated, I really like the combination of RM's exploding dice and critical success levels with a 2-dice-bell-curve. Swingyness is nice, but FE feels like it gives the system a more solid foundation when it comes to what can be expected of a roll.

I like that there are individual spells (like in HARP), not spell lists, though I still have to dive into the magic system.

I love that the heroic path from VdD is in, it is a really great implementation of "fate points" mechanics!

I skimmed the combat chapter, and the most obvious change is the lack of hit/crit tables. The latter being replaced by a "build your own crit with success levels" system makes a lot of sense. I'm not quite sure if it's a simplification, though; the upside of MERP/VsD is that you just roll your dice and then can look up what happened; the downside is the lack of control (and wherever systems from the RM family try to work around that by providing rules for called shots, disarming opponents or stuff like that, it always feels like, well, a workaround, and not really organic to the system). I know the "count your success levels and go shopping for special effects" from two other RPGs, the BRP-based Mythras and Green Ronin's FantasyAge. Both are systems I like, but I must confess that I don't run them any more, in part because of the analysis paralysis inherent in the "shopping" part - and there's a lot to shop for ... sure, players who don't care can always just choose the special damage from the table on the top, but the problem is that some players WILL (over-)analyze their options.

Still, I must say that it looks like the overall effects of the criticals have been abstracted quite well form traditional crit tables to create a more abstract and flexible system; that alone is a really great achievement. I'm not sure that I'll play it, but on paper, I like it.

From what I've read by now, FE could certainly rival Mythras as a crunchy, grounded fantasy system, and if I ever get the opportunity to run it, I'll certainly give it a try.
14
Fantasy Express / Re: Typos, Errors, Stuff for v0.27
« Last post by Rasyr on April 21, 2024, 05:01:14 PM »
I have a thread specifically for this in the FX Playtesting forum...

But thank you fo posting it.
15
Fantasy Express / Re: Arcanist vs. Mage? Adept? Hybrid? Confusing Terms.
« Last post by Rasyr on April 21, 2024, 04:59:09 PM »
There are no classes (I don't use that term to describe any of the types of Vocational Kits). I do use the word Types, and the four types are simply there for organizational purposes mostly.

Arcanist is the type of Vocational Kit that focuses on magic. The Envoy Vocational Kit is an Arcanist Kit, the Mystic is an Arcanist Kit, etc....

Mage = a character focused on a single School of Magic. This could be an Envoy/Envoy, an Envoy/Champion, a Warlock/Cabalist, a Wizard/Wizard, etc....

Magus = a charact who has access to two Schools of Magic. For example, one of the Pregens is a Magician/Bard (His Schools of Magic are  Magery and Wizardry). Another Example would be a Mystic/Champion (Mysticism and DIvinism). (side note: in a game I used to work on for another company - this type of caster would have been called a Hybrid)

I do see that I can better define Mage in two locations to make the difference easier.

Yes, in some games a Half-Elf would be considered a Hybrid.

You said:

4. Mixed-Focus characters draw from two primary focuses combining them into a unique focus.

That is basically the definition of a Hybrid. Two things mixed to become one.   ;D

Now, in Novus, I used the terms Casters, Fighters, Adepts, and Hybrids..... I could always change Arcanist to Caster




16
Fantasy Express / Typos, Errors, Stuff for v0.27
« Last post by Trentin Bergeron on April 21, 2024, 04:02:29 PM »
This paragraph has an odd break before the bullet list;

This is where you finish up anything left undone. This includes recording your character’s passions if you have not already done so, totaling any bonuses, and
• Now it is time to determine your character’s Move Rate, Defense, Saving Roll bonuses, etc. (p. 108).
• Choose and record your character’s Passions (p.
77) if you have not already done so.
• Choose a name for your character if you have not
already done so and begin adventuring!

Suggested Fix;

This is where you finish up anything left undone...

  • Choose and record your character’s Passions (p. 77).
  • Total all Skill, Special Skill, and Combat bonuses (if applicable).
  • Calculate your character’s Move Rate, Defense, and Saving Roll bonuses, etc. (p. 108).
  • Choose a name for your character.

You are now ready to begin adventuring!
17
Fantasy Express / Arcanist vs. Mage? Adept? Hybrid? Confusing Terms.
« Last post by Trentin Bergeron on April 21, 2024, 03:50:38 PM »
Starting my read-through today of the latest FX. :-)

First up, the terms being used to describe the "classes" are confusing IMHO. There are a couple problems here.

What really is the distinction between an Arcanist and a Mage?

Are you familiar with True20? Are you familiar with Level-Up Advanced 5e?

In True20 an Adept is a "magic user".
In LU5e an Adept is a monk.
In Most games any use of the term Hybrid generally applies to species aka kins.

I would like to suggest some more generic terms that are more apt to the nature of FX and hopefully less-confusing for players of other games coming to FX.

1. Fighter is a good generic term. A fighter's primary focus is martial skills.
2. Magic-users are primarily magic or power focused. There are many terms used to describe such characters; mages, clerics, priests, oracles, witches, warlocks, sorcerers, wizards, etc.
3. Experts are skill-focused characters. They commonly further specialize in one area like thievery, persuasion, performance, or academics (as examples).
4. Mixed-Focus characters draw from two primary focuses combining them into a unique focus.

Thoughts?
20
Fantasy Express / Re: Weaknesses
« Last post by Dimirag on April 06, 2024, 10:48:24 PM »
Its a rule used on several games (I've used in some of mine) and it works, it makes the player take care of the drawback while playing, there some game where you can use meta-points (like Drive) to "invoke" an opponent's Drawbacks/Weaknesses.
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