It’s not that, it’s the idea that I am launching an attack that is going to “miss” so as to set up my kill attack. That get’s confusing especially to a group more used to clear cut rules like pathfinder. Again picture explaining this to an absolute gaming noob.
There’s a lot of back and forth where they’re seriously trying to hit each other, and do, but in ways that aren’t particularly injurious, until Fei Hung develops enough advantage (Initiative) to dominate and wear down his opponent enough to start landing serious blows.
I feel about 3rd edition like I do about the Fair Folk book in second edition. This is a really cool idea, but it’s so inaccessible, I’ll never get a group to have fun playing it. The issue is that the combat system is no longer representing physical actions. It represents an abstract idea of the flow of combat. This makes it harder to teach to new players and less enjoyable for stunting. (Stunts are also messed up in my opinion, way to complicated). Additionally, the gambits take a lot of freedom from the system that was there before and it leans more heavily on mechanics. Also I feel that the system should have been simplified from second edition instead of made more complicated. Although, I’m in a phase right now where I like simpler rules than I used to. It might be my own personal bias. BRP is where its at for me right now.
That being said, I think the real victory in 3rd edition is the lore. It’s nicely done.
I’ve found the 3e combat mechanics superb, especially after the unmanageable mess that was 2e combat. Ticks? Really? Perfects and paranoia combat, plus how unwieldy high Essence combat became made combat a slog. Miss, miss, miss, miss, dead was already how 2e went. It just wasn’t this engaging or interactive.
My players picked up the 3e system after their first few fights, and things have been moving along at a very enjoyable clip in combat ever since. They do stunt successful hits for withering attacks, and the enemy stunts successful parries or evasions of those successful hits. To each their own, but the new rules have been a massive improvement for our table.
I enjoy this.
This was my life. I like the idea but it get’s weird. It’s also damn hard to explain to noobs.
Do people really not get the difference between near misses/glancing injuries and mortal wounds?
It’s not that, it’s the idea that I am launching an attack that is going to “miss” so as to set up my kill attack. That get’s confusing especially to a group more used to clear cut rules like pathfinder. Again picture explaining this to an absolute gaming noob.
I think this fight scene’s a great way to show it: https://www.youtube.com/watch?v=EwRFH2EsC4w
There’s a lot of back and forth where they’re seriously trying to hit each other, and do, but in ways that aren’t particularly injurious, until Fei Hung develops enough advantage (Initiative) to dominate and wear down his opponent enough to start landing serious blows.
I feel about 3rd edition like I do about the Fair Folk book in second edition. This is a really cool idea, but it’s so inaccessible, I’ll never get a group to have fun playing it. The issue is that the combat system is no longer representing physical actions. It represents an abstract idea of the flow of combat. This makes it harder to teach to new players and less enjoyable for stunting. (Stunts are also messed up in my opinion, way to complicated). Additionally, the gambits take a lot of freedom from the system that was there before and it leans more heavily on mechanics. Also I feel that the system should have been simplified from second edition instead of made more complicated. Although, I’m in a phase right now where I like simpler rules than I used to. It might be my own personal bias. BRP is where its at for me right now.
That being said, I think the real victory in 3rd edition is the lore. It’s nicely done.
I’ve found the 3e combat mechanics superb, especially after the unmanageable mess that was 2e combat. Ticks? Really? Perfects and paranoia combat, plus how unwieldy high Essence combat became made combat a slog. Miss, miss, miss, miss, dead was already how 2e went. It just wasn’t this engaging or interactive.
My players picked up the 3e system after their first few fights, and things have been moving along at a very enjoyable clip in combat ever since. They do stunt successful hits for withering attacks, and the enemy stunts successful parries or evasions of those successful hits. To each their own, but the new rules have been a massive improvement for our table.