Having read the kickstarter-issued 'rules-lite' last night (UK time) I found them to be original in concept (having never played any other 2d20 games) although a little concerned about the obvious typos. Brigandine spelled Brigadine? But anyway - it's not the final document...
... which is just as well because there is one glaring flaw in an otherwise intriguing system.
The rule that Parry generates Doom.
I really don't think that was thought through.
It is relatively easy for someone to hit in combat as it's a level 1 difficulty test. The only way someone can avoid being hit is to Parry. But the first Parry of the round hands the GM Doom!!??
Subsequent parries generate 2, then 3, then 4 etc. Doom.
There are two significant problems with this.
Firstly - if two people are practicing, or there is internal party conflict, why should parrying - and everyday, normal, expected move in combat, generate Doom?
Second - yes, there needs to be a way of limiting 'infinite parries' when a lone adventurer faces a large group (apart the horde rules ofc...), but the FIRST PARRY should NOT produce Doom. Mano-a-mano duels between heroes and villains shouldn't be decided by someone realising (as they will, I can assure you) they shouldn't really parry because it's fuel for the evil sorcerer's spells, or for the serrated spear wielding champion's special attacks. It's going to be meta-play-fuel, and really, the first parry in a round should not do this - it's expected. Do you really want combat to be Vigour&Wound Whack-a-Mole until someone goes down?
Please, please modify the rule so that the first Parry in a round doesn't generate Doom. Thereafter, sure - make taking on more than one opponent a dangerous proposition... but not 1-v-1 - that just doesn't sit right...
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