Looking good
How was it like to learn the system for you?
It was easy because i’ve been familiar with its spiritual prequel system TroS for a long time now, but every now and then I make a mistake, mainly because we’re not playing as regularly as I want to fix the rules (most of us are also narrators and we have multiple games going on on multiple systems, plus adulthood) or some wording that is not clear.
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Just some notes:
1 — I Use pancada as well. Its a very satisfying word isn’t?
2 — ‘Enlace’ is the winding
& binding maneuver right? Just fix the table number, it’s table
3.
4 not
3.
1. Also its a better translation than mine.
3 — Do you use ‘Foco’ for limelight? Can I suggest another one? We use Lampejo which carries a more similar meaning to limelight, and cmon, how often will you have the opportunity to say ‘lampejo’ in your lifetime? xD
4 — Good call on making
everything a card, since we too are kin to boardgames and card games it seems much easier and practical have everything as card effect in your hand. In my high fantasy homebrew of the system, I’m making one shot special actions (feats/stunts/powers/whatever) that can have multiple activations and for each one the player will have a card with its effect that will go to a discard pile until recovered. But I digress.
5 — For your cards to work we need to know what the colors-proficiency mean! If I may so suggest: I think symbols work better. There’s a fan made maneuver cards here that use small symbols to mean each proficiency which you may take a look for inspiration (should you switch to symbols).
6 — As Allan said, there’s a combat walkthrough or two around that you might find useful.
7 — Regarding the ranged card. I know the wording mostly imply that you’re limited to one ranged attack per limelight but ’tis isn’t always the case. What the wording do say is that you don’t need to worry about reloading, so it doesn’t matter if you’re using a flintlock, a crossbow or a bow, you’re always having some action on your limelight — compare to some other games were a slower weapon might mean you have to sit one “turn” out. That’s pretty neat.
However, the ranged rules are decidedly not as fun or engaging as melee and are a bit harder to pace right. My experience is that I’ve had more than one case of a player finding ranged combat lackluster or fighting from range actually a liability, be it our fault, the rules or both. I dunno if you have an archer-type on your group, but if you do, he’ll quickly feel left aside if all he does is shoot once and then have to wait for the more detailed and lasting limelight of his fellow melee buddies –with all the back and forth of rounds and exchanges-, or worse, shoot once and then get charged and have to switch to a probably lower melee proficiency. So it’s up to the referee to work it out to make it more fun and engaging: Have your guy shoot not once, but maybe twice in a limelight, thrice if there’s the opportunity. Maybe he has a good vantage point or the terrain is bad (make the player look for such opportunities also) and he can get away with free shots more than once.
IMO you gotta think of limelights as action scenes from action movies. Kambei Shimada in the Seven Samurai shoot his bow once, kills a rider, then shoot again, all in one “limelight” in the middle of a hectic fight. The camera doesn’t fix on Legolas for his only shot: he shots one two times, move around (terrain check) and shoot some more
THEN it goes to another hero.
Like I said, at first glance the ranged rules will not make it easy to make it entertaining as it so easily does with melee, but it also doesn’t prevent it. You have to make the rules work for you not the other way around, even if you feel like you should stretch it (heresy?), but most of all you should use a heck lot of common sense, which is the golden trump rule for blade.