Hi all,
first time poster & FL backer here coming out of the deep fog to ask for guidance. I backed FL totally conquered by it's atmosphere, intriguing sandbox concepts, beautiful art and the respect that Fria Ligan's games received, so I wanted to see what's the fuss about.
But, once I received the first draft of the rules, I spotted what it seems to me like an elephant in the room. As the core system is similar to other games in the same "line", I guess many of you will be familiar with it so perhaps you can help me see what I am missing.
While I love the brilliance of many rules bits, it seems to me that the core system would be very "heavy" at the table, here my 2 concerns:
- complexity of the main mechanic: it seems to me that each time you make a roll, you'll need to figure out how many dice of which type you will need to roll. Depending on the actual value of (possibly damaged) stats, skills used, various modifiers, gear involved, you will need to understand what to roll, physically pick up 3 different kind of dice in different numbers, roll them, interpret the results, decide wether to push (which you'll do often to get WP), roll again, interpret it. Isn't this very slow to be made each time you try to accomplish something relevant? Say, in combat (where you also need to account the dodge/parry roll and eventual armor rolls). So basically: isn't it very "slow" making this calculations for every roll, every time different? Note that my players aren't dumb, I'm not saying it's difficult, I'm saying that doing it every roll will weight down game time;
- "messiness" of rolling tens of dice: I fear that rolling easily 10 or so dice, interpreting it, deciding what to do will not only make actions (and combat in particular) slow, but also messy with multiples dice laying around (tens of dice!) per player, colors getting mixed and so on. Doesn't this gets too "messy" at the table compared to, say, rolling one dice, addding modifiers and comparing it to a target number?
Now, I know that playing is different that reading, that's why I am asking. I really want to like this system but it seems to me that the ugly things that emerged when playing, say, Shadow of the Demon Lord (which I love...but IS complex and messy once you get some levels under the belt) would be even worst here.
Finally, a note: I am not saying the system is bad, I am just trying to understand if this system would be good or not for my playing group: we are all adults, very experienced with many different RPGs, we play on friday night, quite tired after a week's work, and we want our RPG to run smooth and quick.
We like some character personalization both from a story and system perspective (and this looks great in FL), so we rule out simplicistic systems, but we also want a quick playing system, not bogging us down with infinite calculations around every corner...
Sell me on the system...or not! Am I missing something? it seems evident to me taht the whole system isn't meant to be "slow", but my old "DM" eyes tell me otherwise...