Stormcrow wrote:I'm not enamored of the new combat rules—I've always felt they were fiddly enough as it is.
Just finished reading through everything and that's the point I feel more controversial with. For everything else, I find this book both practical (joining all we have in one book for the players) and full of optional details that can be used "as is", or as an inspiration for our own rules.
With the New Combat Rules, I feel that specially the Combat Tasks mix some good ones with unnecessary ones. This hangs a lot on likings, but I feel that Challenge Adversary and Full Defence, for example, are just an additional way of mechanically representing what was already included in the Forward and Defensive stance: you opt to hit and be hitted more often, or the opposite. Also, Sudden Attack (although I will use it for personal likings and compatibility with some house-rules) is something that was already covered under the Bonus Succes Die from Preliminary rolls.
Some things feel like ruling the same thing twice.
But I will definetly use the Two-weapon attack, the Suden Attack and the Harry Foes along with the house-ruled Combat Tasks I already used (adopted from Rich's and Glorelendil's previous works).
As for the Called Shots, I like them all. Swift Strokes is a nice way to introduce the "hit more than one foe per round". And Axes and Mattocks aren't now useless against adversaries without shield (most powerful ones, like trolls and dragons!). And Pummeling Attack is the precursor of the Quarterstaff
As for the new Mastery rules, I think the general dismissal of Masteries could have been corrected by rewriting the existign ones to be more useful. No need for new rules specific only to Masteries. Confidence, for example, is one of the most powerful improvements a character can gain. On the other hand, Dour-handed is pretty useless, IMO. But changing it to something like "Raise your ranged Damage rating by 3" would be enough for many people to already consider it, without new rules.
I love the Patrons rules and guidelines, and the example Companies all give an overview of what kind of campaigns can be run with the published material.
Overall, an interesting supplement, with lots of tiny jewels in it, and some big gems also. I makes the game significantly more complex if the LM wants it all in his game, but fortunately most rules are simply optional and can be used for personal ideas (could the mastery die mechanic be somehow used for the favourite skills? Roll one additonal die, but keep only the best results up to your skill level.)