They are, in a sense. The 0 point skills, which are effectively variant rules for Accelerant, and the death, departed, turning undead rules are somewhat of a pain, but the general system is Accelerant which means that *character generation* is a convoluted impossible mess, but actual gameplay isn't.
I think some of my difficulty just lies in the presentation. Practical examples would have done wonders for me.
In any case, I think I have a fair enough grasp of things for now, though the re-usability of skills still seems *way* too obtuse to me. I *thought* Madrigal's Attribute system was part of the core rules...
No, most Accellerant games do use the attribute system (or some variation thereof), but there are a couple Accellerant games out there (Aralis, Isles, I don't know if there are more) that don't use it.
And again, character creation is a pain, but actually remembering your stats isn't. Every 2 hours you have these skills, and every 8 you have these, plus per-events. It's actually less complicated to remember IG than the attribute system (or NERO, for that matter), since you don't have to worry about using up an attribute (or slot) for one skill/spell that you'd use for another one.
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I think some of my difficulty just lies in the presentation. Practical examples would have done wonders for me.
In any case, I think I have a fair enough grasp of things for now, though the re-usability of skills still seems *way* too obtuse to me. I *thought* Madrigal's Attribute system was part of the core rules...
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And again, character creation is a pain, but actually remembering your stats isn't. Every 2 hours you have these skills, and every 8 you have these, plus per-events. It's actually less complicated to remember IG than the attribute system (or NERO, for that matter), since you don't have to worry about using up an attribute (or slot) for one skill/spell that you'd use for another one.
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