Mary and I statted up some
characters and invaded a camp of fleas who had taken a fly double agent
hostage. The camp was mostly populated by level 1 fleas, although there were a
few level 2 guards. Mary and I both made level 5 characters, so it shouldn’t
have been much of a challenge for them. In general, they did well. Mary’s ladybug
covert ops specialist managed to stealth into the compound (she improvised a
stick into a pole for vaulting the fence, and she had her die explode on the
stealth roll, so she was hidden very well inside the compound, among a stack of
supplies). My ant commando didn’t fare so well; he managed to leap the fence
too by vaulting it, but he failed his stealth roll, and was quickly under
attack by the tower guard. He charged the tower, dodging fire and climbing up
to capture it. While he threw down grenades and drew fire, Mary’s character
snuck around, took out the other tower guard with her rifle (and silencer), and
climbed atop the command post, sneaking in through the air vents.
It took my character about
six rounds to take out all of the fleas, and he took only minor damage.
However, the ladybug didn’t fare quite as well. She dropped in through the air
ducts and double-botched with her rifle, so it jammed, and she had to resort to
her sword (lucky for her she picked one up at character creation!). She lost
about 2/3 of her hits before managing to take down the two flea goons that
stood guard.
Here’s what I discovered
about the system thus far:
- It’s pretty well balanced.
The session flowed quickly, there was some variety to the action, and the
mechanics reasonably supported what we’d expect to have happen.
- Grenades work better than I
expected. They give ‘grenade like’ results. You drop a grenade on a pack of
fleas, and several of them fall. I know it seems logical, but I was concerned
that grenades were going to either be over-powered or under-powered. They
worked just about right. If the fleas had been much tougher, they might have
survived a grenade blast with major wounds; as it was, they fell quickly.
- I’ve got weapon damage for
rifles rated a bit too low. Both of us were using weapons that dealt D6 base
damage, and that felt a little weak- and we were fighting low-level foes.
Against tougher foes, battles are going to come down to attrition, and I want
to avoid prolonged battles every single time you have combat. The battle
between the ladybug and the two tougher fleas went about 7 rounds. Not
terrible, but a bit longish.
- We played with an exploding
dice mechanic, and I liked how it worked. If you roll max (i.e. 6 on a d6) you
get to take 5 and roll again. This gives more variety, and makes even ‘impossible’
rolls possible even when you’re only rolling a D4.
- We also played with the
Moxy mechanic (which is sort of like this game’s Resolve) whereby you get to
take automatic dice explosions on rolls. This worked well.
- Our characters ended up
with comparable builds, although that was intentional – Mary was a ladybug
covert operations specialist and my character was an ant commando – quick,
light, stealthy characters with light weapons relying on secrecy. You’re going
to end up with comparable stats.
Overall a fun session. For
the first time out of the gate with a new mechanical system, it was quite
polished compared to most first play tests that tend to crash and burn.
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