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« 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.