This system is not as complicated as it first appears. The reason why it appears conplicated is that the rules are vast in their order of abstraction. Enemies are defined by how many damage dice are required to slay them (they don't distinguish die types in this system), and how much damage they do to you per round. The entire system is so vastly abstract that combat looses much of the immediacy of description. Indeed, many aspects of the system, such as the fact that flat damage bonuses are ignored as are many incidental benefits, such as movement and reach, are deemed irrelevant except maybe in certain situations.
I also question the "template" system for actions. They claim to encompass the bredth of combat actions. I find it a bit whip-stitch and a bit limiting, and far, far too abstract.<br><br>
<b>LIKED</b>: ...honestly, the system has certain merit, but it is outweighed by the flaws inherent. The schneezy graphics were actually kinda cool. Honestly, this started from good potential, but it took that potential in the wrong direction and too far there.<br><br><b>DISLIKED</b>: Abstraction, limiting, and oversimplifying. While I was looking for a more broken-down combat system, this took it far beyond anything I wanted.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Disappointed<br>
[2 of 5 Stars!]