I just read/heard some news today on the impending Call of Cthulhu 7th Edition: Here and Here.
I'm liking most of what we're seeing. Dividing the rules between a Keeper's book and a Player's book sounds like a good idea to divide player knowledge from GM knowledge. This concept has been used in D&D and many other games, but not as much to separate basic rules and 'GM Only' knowledge like in Deadlands: Reloaded. (Where it was a great idea.)
Characteristics/Skills/rolls are getting an update to match many modern games. I hope they have a good framework for 'pushing' (re-rolling) skills and the related consequences; as normally in many situations a failed roll could already have disastrous consequences. No resistance table: An interested move as it seems like it's something that's always been apart of CoC.
The Luck stat doubles as a limited resource that can be used as spendable points towards turning a failed roll into success: One point per 1%. Sounds like it might be too soft for something as brutal CoC, but apparently it balances out well because your Luck only replenishes infrequently through your 'Connections'. 'Connections' are a mechanic tied to your character's backstory, which aside from character creation and roleplaying (and any nasty secrets the Keeper may have planned) doesn't come into play much. Most Intriguing. The Idea roll concept was pretty much how I kinda houseruled it. Combat has been cleaned up. I'm definitely interested in seeing more.
On a different note: I've read through about half of Spirit of the Century. It's larger and has a lot more than I originally thought, yet it's not that crunchy rules-wise and still pretty simple to run/play; it just expands on the basic framework to provide more options and combination for resolution. It's awesome and I can't wait to give it a whirl.
No comments:
Post a Comment