Ok. I still haven't had the chance to actually GM this thing, but I give my own views of the rules, so that I'm not completely useless.
General
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-I think the game needs a world. With just the basic rules, it's too... umm... narrow (for the lack of a better word). You have general rules, that only able the players to play pre-1600's scenario with no magic, no fantastic raceS/creatures, etc. Of course experienced players can make these themselves, but for the novices at least include a chapter about GMing and creating worlds.
-More examples everywhere. Especially parts of the combat chapter were kind of hard to understand without any concrete examples.
-The attacker strength vs. armor rating stuff could use a table.
-I know this is a draft, but in the final version when referring to a rule elsewhere in the book, please give a page number.
-There are rules I wouldn't use (like the load checkrolls when travelling), but I know people who would, so some of them are just a matter of playstyle.
-I would move character creation before the skill lists. Also the "Basic Concepts" part could use a short description about skills and statistics before the tests bit. Inexperienced reader might be confused with the tests part without knowing what they exactly mean.
My criticism
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-Random difficulty levels for "static" tasks. IMO it should be up the GM to decide how hard e.g. a wall is to climb. The +D6 makes it way too random, at least make the dice smaller or let the GM decide the whole thing. The failure or success should occur from the actions of the character (=dice roll). The opposing roll is understandable only if the opponent can be considered doing something to prevent the character. For example, the wall just is there, it doesn't move around or shake or anything, so the climbing difficulty should be static. It also makes it very hard for the GM to think up challenging-but-not-impossible tasks if difficulty level 3 task can suddenly triple to 9 (or more). This is something me and our gaming group would change with a house rule immediately.
-The names of the statistics. This is minor detail and whiny whiny, but I don't like the word "health" representing how strong my character is. I'd change it to something like "Vigor". Also "Cheat" brings me a negative image, although I can't come up with anything better than "Fate Point", but that's from WFRP. Oh, and the term statistics itself is confusing as it could also mean all the character stats (skills, etc. included). Why not use one of the golden oldies: Characteristics, Abilities, etc.
-Skills and Statistics have no relationship whatsoever. Being the fastest and most nimble-fingered guy in the world won't help you with sleight of Hand?
-Combat: I find the mechanic a bit confusing. The skills phase roll has no use IMO. I don't see the point why a character must use "wrong" skill when he's using different kind of weapon himself. Just cut to the chase and make one opposing roll each opponent with appropriate skills and apply the damage from there. One roll per hand-to-hand combat turn, fast and simple.
-Weapon doesn't have anything to do with the damage?
Positive
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-I like the healing system. Sounds deadly, which is always fun.
-Most of the other things I didn't whine about. System seems mostly fast and simple.
General
-----
-I think the game needs a world. With just the basic rules, it's too... umm... narrow (for the lack of a better word). You have general rules, that only able the players to play pre-1600's scenario with no magic, no fantastic raceS/creatures, etc. Of course experienced players can make these themselves, but for the novices at least include a chapter about GMing and creating worlds.
-More examples everywhere. Especially parts of the combat chapter were kind of hard to understand without any concrete examples.
-The attacker strength vs. armor rating stuff could use a table.
-I know this is a draft, but in the final version when referring to a rule elsewhere in the book, please give a page number.
-There are rules I wouldn't use (like the load checkrolls when travelling), but I know people who would, so some of them are just a matter of playstyle.
-I would move character creation before the skill lists. Also the "Basic Concepts" part could use a short description about skills and statistics before the tests bit. Inexperienced reader might be confused with the tests part without knowing what they exactly mean.
My criticism
-----
-Random difficulty levels for "static" tasks. IMO it should be up the GM to decide how hard e.g. a wall is to climb. The +D6 makes it way too random, at least make the dice smaller or let the GM decide the whole thing. The failure or success should occur from the actions of the character (=dice roll). The opposing roll is understandable only if the opponent can be considered doing something to prevent the character. For example, the wall just is there, it doesn't move around or shake or anything, so the climbing difficulty should be static. It also makes it very hard for the GM to think up challenging-but-not-impossible tasks if difficulty level 3 task can suddenly triple to 9 (or more). This is something me and our gaming group would change with a house rule immediately.
-The names of the statistics. This is minor detail and whiny whiny, but I don't like the word "health" representing how strong my character is. I'd change it to something like "Vigor". Also "Cheat" brings me a negative image, although I can't come up with anything better than "Fate Point", but that's from WFRP. Oh, and the term statistics itself is confusing as it could also mean all the character stats (skills, etc. included). Why not use one of the golden oldies: Characteristics, Abilities, etc.
-Skills and Statistics have no relationship whatsoever. Being the fastest and most nimble-fingered guy in the world won't help you with sleight of Hand?
-Combat: I find the mechanic a bit confusing. The skills phase roll has no use IMO. I don't see the point why a character must use "wrong" skill when he's using different kind of weapon himself. Just cut to the chase and make one opposing roll each opponent with appropriate skills and apply the damage from there. One roll per hand-to-hand combat turn, fast and simple.
-Weapon doesn't have anything to do with the damage?
Positive
-----
-I like the healing system. Sounds deadly, which is always fun.
-Most of the other things I didn't whine about. System seems mostly fast and simple.