In the battle of fantasy RPGs, Forward to Adventure scores a lot of hits on its opponents with a simple, easy to play system that puts the spotlight on killing monsters and taking their stuff. Despite it's many strong points, a few key fumbles may hinder the game's ultimate survival with some players.
Re: [RPG]: Forward... to Adventure!, reviewed by GoOrange (2/3)
From your description the combat system appears to be heavily derivative of Tunnels and Trolls, which uses collective combat. In it the dice rolled are determined by the weapon type of the wielder.
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Re: [RPG]: Forward... to Adventure!, reviewed by GoOrange (2/3)
Quote:
Originally Posted by Harmast
From your description the combat system appears to be heavily derivative of Tunnels and Trolls, which uses collective combat. In it the dice rolled are determined by the weapon type of the wielder.
From stuff stated elsewhere, T&T was indeed a heavy influence on that system.
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Re: [RPG]: Forward... to Adventure!, reviewed by GoOrange (2/3)
You know, I've read two different reviews of this game and in both cases my impression is that this game is pretty dull (and it has nothing to do with the fact that Pundit and I have crossed swords in the past)
A few questions however quizz me.
"For classes, players can choose from the warrior, rogue, wizard, rogue-wizards and warrior-wizards."
One questions why not Rogue-Warriors?
"Rogues can choose an assassin, thief or loremaster option giving different bonuses."
Loremaster?!? For Rogues? Surely this is the domain of wizards?
"Alignment in the game has some neat twists. There is no axis of good and evil, only a law and chaos axis. Characters aren't restricted by their alignments, but rather the alignments evolve over time."
Whilst having evolving alignment is nice, I don't see how taking good and evil out of the equation improves the game. Unless one doesn't want to deal with the moral issues of the mass slaughter of orc babies.
"The basic mechanic uses 3d6 plus modifiers versus a target number that varies with the difficulty of the task. Nothing new here, just a workable skill system."
There is one problem with a 3d6 mechanic; it means the objective modifiers effectively change significantly depending on where you are on the bell curve.
"Combat turns are divided into phases for specific types of actions including the movement phase, magic declaration phase, missile phase, melee combat phase, stunt phase, spell completion phase and the morale/intimidation check phase."
Ooh! Rolemaster!
"The various spells themselves are grouped into lists, and characters can only learn a limited number of spells and lists at any point in their career."
More Rolemaster!
"The second half of the book is comprised of three sections: monsters, treasure and dungeons."
I guess wilderness, towns and villages don't get a guernsey?
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Re: [RPG]: Forward... to Adventure!, reviewed by GoOrange (2/3)
Quote:
Originally Posted by Hogscape
So how does missile fire work?
The short answer is each person firing a missile weapon picks a target, rolls 3d6 + dex + weapon damage - range + other modifiers and compares it to the defender's dex +10 + other modifiers. The difference between attack and defense totals determines damage. Missile combat doesn't factor into the "collective combat".
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Re: [RPG]: Forward... to Adventure!, reviewed by GoOrange (2/3)
Quote:
Originally Posted by Harmast
From your description the combat system appears to be heavily derivative of Tunnels and Trolls, which uses collective combat. In it the dice rolled are determined by the weapon type of the wielder.
I've never read T&T and so I can't compare it to FtA unfortunately.
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