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  #1  
Old 07-18-2005, 07:00 AM
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[RPG]: Alice, reviewed by Ian Sturrock (4/2)

http://www.rpg.net/reviews/archive/11/11426.phtml

Ian Sturrock's Summary:

Generic system, focusing on modern, with some interesting ideas and some neat and simple mechanics.

Go to the full review for more information.
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  #2  
Old 07-18-2005, 07:44 AM
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SteelCaress SteelCaress is offline
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Foil

They may have mistaken the foil for a real weapon, such as the epee, rapier, or sabre.

My understanding (from belonging to a fencing club) was that the foil was developed as a safe practice weapon. Some think that it was intended as a sporting weapon, nothing more.

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  #3  
Old 07-18-2005, 08:05 AM
Tim Gray Tim Gray is offline
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Re: [RPG]: Alice, reviewed by Ian Sturrock (4/2)

Style and Substance ratings wrong way round in summary info.
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  #4  
Old 07-18-2005, 02:32 PM
Spectral Knight Spectral Knight is offline
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First Seen In Shadowrun?

Quote:
Anyway. The only complication at this point is the addition of a non-open-ended additional die, to be subtracted on a roll of 1 or added on a roll of 20. I quite like this kind of setup (first seen I think in Shadowrun).
Nope. Shadowrun used a dice pool system with d6s. If you rolled 6 on any one die, you rolled it again and added the six you just rolled. This allowed for a larger array of difficulties without using less-common dice. There weren't any separate dice used at all.

The system you're referring to doesn't sound familiar to me, though the Quality Die from Chivalry & Sorcery and the Drama Die from Last Unicorn Games' Icon system both come to mind, as does Alternity, though it used different dice for bonuses and penalties rather than a fixed d20.
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Old 07-18-2005, 05:04 PM
Ian Sturrock Ian Sturrock is offline
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Re: [RPG]: Alice, reviewed by Ian Sturrock (4/2)

Quote:
Originally Posted by Tim Gray
Style and Substance ratings wrong way round in summary info.
Oops! I don't seem to be able to edit it now it's been submitted -- can a mod help?
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Old 07-19-2005, 03:58 PM
Aranwyth Aranwyth is offline
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Re: [RPG]: Alice, reviewed by Ian Sturrock (4/2)

Quote:
<quote>Minor point, but again it does illustrate that these guys need to play a few more different RPG systems rather than assuming they’ve found the Holy Grail here</quote>
Why would they need to seacrch for the Holy Grail since you have already found it. At least this what I assume bearing in mind the number of times you quote and make comparison to D & D.
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Old 07-19-2005, 04:52 PM
Ian Sturrock Ian Sturrock is offline
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Re: [RPG]: Alice, reviewed by Ian Sturrock (4/2)

Quote:
Originally Posted by Aranwyth
Why would they need to seacrch for the Holy Grail since you have already found it. At least this what I assume bearing in mind the number of times you quote and make comparison to D & D.
Gah! I like D&D, and d20, but I certainly don't regard them as the Holy Grail. I also enjoy Amber, and The Dying Earth (most of my reviews here are for TDE games), and a large number of other games that have no connection with d20. I just find it annoying that a game that claims to be innovative appears to have been written by people who haven't even bothered checking out the most popular game of the last five years!
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  #8  
Old 07-20-2005, 11:58 AM
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Destriarch Destriarch is offline
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Re: Foil

Quote:
Originally Posted by SteelCaress
They may have mistaken the foil for a real weapon, such as the epee, rapier, or sabre.
It looks probable. If memory serves, the 'foil' is actually the little bobble on the end that stops the tip from being sharp yes? I remember this, of all things, because of the part in Hamlet where Laertes is given 'an unfoiled fence', meaning a rapier without the bobble on the end.

Ash
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  #9  
Old 07-20-2005, 12:07 PM
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Re: [RPG]: Alice, reviewed by Ian Sturrock (4/2)

"In fact, most characters will be best off spending their points solely on Core skills"

Ah you underestimate the power of Munchkinism! Sure it's better to have a broader skill base, but think: how often, during the course of the average game, are you forced to fight with a weapon other than your chosen one? Not very often really. So while it is a good idea to have some points in a generic attack skill, you could plough half of the points into a very tight focus, for example broadsword, and get treble the benefit for the points you spend! That's a considerable rating. Par example:

Melee Weapons 5 (15 points, if I read you right and this is a core skill)
Bearded Axe 15 (Also 15 points, if this is classed as a tight focus)

There! 30 points down, and I now get +20 to my attack rolls with the weapon I use 90% of the time, as opposed to +10 which I would have gotten if I spent all those points on Melee Weapons. And I still get +5 with things other than the bearded axe too. Sure that's less than +10, but when you consider that I won't often be caught without my Bearded Axe (which my character has probably named, and at a guess sleeps with) that's +5 10% of the time versus +15 90% of the time. No contest.

Ash
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  #10  
Old 07-20-2005, 09:42 PM
Ian Sturrock Ian Sturrock is offline
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Re: [RPG]: Alice, reviewed by Ian Sturrock (4/2)

Quote:
Originally Posted by Destriarch
Melee Weapons 5 (15 points, if I read you right and this is a core skill)
Bearded Axe 15 (Also 15 points, if this is classed as a tight focus)
Nah, the relevant Core Skill would be Athletics, which covers not just all melee weapons, but dodging, sneaking about, and thrown weapons too. So the majority of munchkins would be better off keeping the core skill maxed out, since they presumably want to avoid attacks and occasionally throw hand grenades, pint glasses, pub ashtrays, and the dreaded bar-stool. Plus of course with sneaking about they get to fulfil their ninja fantasies too. No contest.
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