"5Core/5Parsecs from Home Skirmish Rules" Topic
7 Posts
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evilleMonkeigh | 13 Dec 2014 5:08 p.m. PST |
Recently gave these a run. 5Core is a lite set of "skeleton" rules you can adapt to different situations. link 5Parsecs is the RPG-lite campaign. Emphasis on telling a story with your crew as they fight through the galaxy, similar to 2HWs 5150. link I think they'll appeal to the 2HW/SoBH crowd. Has a "no stats but lots of special rules" approach.
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Bill McHarg | 13 Dec 2014 9:42 p.m. PST |
We played 5 parsecs twice now, and enjoyed it a lot. I just bought their company scale rules. They look very good also. Not for people who like lots of crunchy data on weapons, but they give a great game. |
Weasel | 13 Dec 2014 10:05 p.m. PST |
As the gentleman points out, probably not the game for people who like stats at all :-) Thanks for the kind words btw. |
WarrenAbox | 17 Dec 2014 6:27 p.m. PST |
I'm still trying to decide if I like it. The "no stats, but lots of special rules" is in many ways more complicated than "lots of stats, no special rules". With stats everything you need is right there on one line in numbers. With special rules, you've got to remember which ones apply at which time, and that means a lot more to remember on the fly. Our first game led to frequent stops and head slaps when I realized that *that* guy had *this* skill which should have negated *that* event. It felt like the late stages of a Necromunda campaign where you've got too many guys with too many skills to remember them all at once. Note that this isn't necessarily a criticism of the game. As I said, I'm still trying to decide if I prefer this style. I definitely want to take it for a few more spins around the block before committing one way or the other. |
evilleMonkeigh | 18 Dec 2014 9:30 p.m. PST |
Offtopic – responding to WarrenAbox I think "no stats" works OK for games when all forces are very similar. I.e. modern warfare. Most weapons are very similar, most tactics are similar, and all units are human and thus have similar physical stats. Therefore you don;t need many "special rules" or "abilties" (aka extra rules) to differentiate. For games like fantasy (or sci fantasy) I tend to find "no stats" creates more rules than it removes. It's ironic as no-stat proponents are usually trying to simplify the game. In return for 3-5 stats you get (usually) 80-120 special exceptions to rules. At least stats are "shared" knowledge – everyone knows what STR5, DEF3 is. Lots of special exceptions leads to players gaining advantage via their knowledge of these rules exceptions, rather than maneuver and tactics. I did a bit of an article on it in a blog link |
Weasel | 19 Dec 2014 11:48 a.m. PST |
Warren – Yeah, it's a distinct style and as you both point out, there's ups and downs to it. When I play, I tend to have only one or two figures per side with a skill. In a game like Five Parsecs it can get out of hand, though, hopefully, if you've followed through a campaign, you'll have a pretty good sense of it. Let me know if there's any questions I can help with. |
evilleMonkeigh | 19 Dec 2014 3:44 p.m. PST |
I'd also like to point out the initiative/activation gives interesting choices and the use of reactive fire means gunfights have a somewhat "Ambush Alley" feel but are a lot faster to play. |
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