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Fireborn Player's Handbook |
$29.95 $5.00 |
| Average Rating:4.0 / 5 |
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Very good game, which didn't get the attention it deserves.
WARNING, I'm assuming you have and use the errata file. Don't know why FFG aren't offering it as a free download, but it's relatively easy to find on the Net. If you're not using it, the rules are a mess.
That said, I like the mechanics. It's giving a very authentic feeling, and is one of the first games to solve both the issues of using mental actions in combat, and the issue of a character attempting multiple actions at once. Add to it playing in both modern-day London, and in the Mythic time, and you get a very entertaining game!
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I wasn't sure what to expect when I bought this as I had just recently found a DM I liked and he offered to run this game. I am always willing to try new RPG's as I find the major ones to be getting kind of stale. So I bought this mainly on his recommendation and the fact that it was very cheap. I was pleasantly surprised.
The main thing I like about this game is the simplicity and how smooth the system seems to run. On top of that there seems to be a good bit of realism in the game. The only major negative that comes to mind is that the book is hard to use as a reference in that specific rules are hard to find when you need them. I didn't like the fact that the game is based in London though that isn't anything against London it is more that I don't like it when a game system insists on the setting being in one place. The simplicity factor is that the the game uses one type of dice which is the six sided dice. When you roll you either have a success(4-6) or you don't have a success(1-3). You get several dice depending on your stats and the point is to try to get enough successes to accomplish what you are trying to do. There are no levels to gain which I like a lot. You improve your character by increasing your skills or your stats. You also create a dragon character and a scion character which is a dragon that has forgotten his true nature and lives as a human. I thought this was a unique and cool concept that I haven't seen before. In addition the combat system is fairly intuitive and really simulates combat pretty well which is where the realism factor comes in.
Overall I really like this game and I haven't been this enthusiastic about a game in a while. The only reason it didn't get top marks is because of the less than optimal editing of the book.
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great game great product....fast download and the ebook is excelent in quality....extreamly clear :) worth every penny I spent...maybe more would recommend this to a friend
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a very cool game world Idea, my gaming group really likes it. But the actually game machanices are a bit rough and have a relatively high learning curve. Part of this is because the game publisher was to short lived the bugs never really got smoothed out.
In the end we will keep the world but most likely shift it into a different game system.
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Has an interesting mechanic for taking mental actions in combat at the same time as the physical stuff, but looks pretty complex. There really is absolutely no setting included, which makes it really hard to get an idea of the game. If you're going to buy this then buy the GM guide too or don't bother.
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Good game..but definitely flawed in some of the weapons damage and other effect resolutions...however there is hope! im writing an unoffical guid for weapons and other house rules and posting it on fireborn.org...
im also working on some house rules for running it in the us instead of london... so check it out!
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I really had high hopes for Fireborn. I really did. I liked the system, the way combat flows, and the, most importantly, the flashbacks. However, many large balance issues just made the game flat-out not fun to play. I ran the game with your average gaming group, not power gamers, not mondo-RPers. Despite some large imbalances in equipment and damage resolution, I decided to run it verbatim from the book. Everything was alright until I noticed this: A basic gun can do as much damage as a Rank 4 spell. The damage is set in stone. A basic attack with this weapon does X damage. Maybe X+5 if he has extra moves left. Why bother tinkering with magic or social situations when I can kill anything with a beginning character.
I know I'm rambling here, but what I am trying to say is this: If one character can lord over all the others just because of his stat choices, the system needs an overhaul.
P.S. For anyone still wanting to play Fireborn, take my advice. Give your character 6 Fire.
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Really, really fun. For those of us who love dragons and who love RPGs (and, really, how often do those two interests overlap? Honestly?) this is a great product.
Have to second the previous reviewer's feelings on the organization of the book, though. As I read his review, I found myself going "Yeah...so I see it wasn't just me..."
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Very neat start to a new campaign setting; the Handbook offers all the usual information (character creation, play mechanics, some background) in an attractive format. The system mechanics (using D6s, with the ability to shift die from some stats to one other... at the cost of effectiveness in other fields) is inventive and the combat style looks more complicated than it is. And the actual background for the campaign world is cool. I like the flashback idea. Pure and simple, and keeps it from being another angstfest game.
That brings up my biggest problem... I don't like how the book is organized. The mechanics section feels like it's too late in the book... while things work on the second read-through, I didn't understand how the rules meshed together during character creation (of both characters) really at all until I got through the mechanics section two chapters later. The book really needs an example of play in the front to fix this bug, which could throw off people picking it up for the first time.
Despite this organizational failing, I really am excited about Fireborn, and hope that the Gamemaster's Handbook comes to Drivethru shortly.
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