Gestern erschien ein interessanter Blog Eintrag von Battle Systems der die Unterschiede zwischen Maladum & Core-Space erklären soll.
Hier Auszüge:
"...we’ve taken everything we’ve learned and baked it into Maladum’s mechanics, for a core to the game that’s even more streamlined than before. We’ve then skilfully excised the sci-fi elements of the game and replaced them with rules that suit the technologically limited but wondrously magical fantasy setting.
Of course, the basic structure of the game and the core mechanics are the same, and veteran Core Space players will find they can drop into a game of Maladum and feel familiar very quickly. Characters still take actions and use skills in the same way and combat is still resolved with the same dice. Equipment tokens are still physically hidden inside the 3D chests, and there is still a varied cast of enemies and NPCs controlled by the game itself."
Und weiter vll. Interessanter:
"...
- The combat system has been refocused towards melee with less emphasis on shooting. New weapon abilities have been added to keep the combat tactical, compensating for tactical aspects of ranged combat such as cover. Most weapons use a series of standardised special rules in different combinations, so there’s less to remember.
- A series of ‘status effects’ have been built into the core rules, representing common effects that weapons or spells can apply to your characters.
- Magic has been integrated throughout the game.
+ With ranged combat less prevalent, the Ammo statistic has been removed and replaced with Magic, so you’ll be spending pegs from your character dashboard to use a range of magical abilities.
+ There are multiple Maladaar (magic user) Classes that you can choose from, each with a different combination of spells at their disposal. Even non-Maladaar will still use their innate Magic to resist enemy spells or channel magical equipment.
+ We wanted to replicate the unpredictability of the Knowledge Die in First Born, so the new Magic Die comes into play whenever Magic pegs are spent to boost or dampen your characters’ powers.
- The Purge/First Born Phase has been replaced with the ‘Adversary’ Phase. This is built to be mechanically genericso that we can later add new enemies into the game without making any changes to the core rules. The flavour of the enemies (the ‘Revenants’ in the Dungeons of Enveron Starter Set) comes through their bespoke event cards and character boards.
- We’ve continued this theme by adding things like NPC AI rules to the cards that spawn them. This will futureproof the game and ensure that we can seamlessly add new NPCs to the world without players having to consult multiple rulebooks. Everything you need to know will be on the cards you draw during play.
- The campaign phases have been overhauled to match the setting. The Market Phase has been fine-tuned to give a little more structure to how you trade equipment, and although you no longer need to maintain a spaceship, your party must instead make decisions between paying for the relative safety of a tavern or sleeping rough to save some cash.
- Maladum features brand new character dashboards. They incorporate status effects to keep the table tidy, as well as a double-sized armour slot for ‘wearable’ equipment. Some NPCs will now get dashboards too!
- In Core Space it can be unclear how to adjust the difficulty of a mission should you choose to play it with a veteran crew, or with more players. Maladum has a built-in system so you can go straight into any adventure without having to remember any extra rules.
- Finally, even where we’ve not changed the underlying mechanics, we’ve still gone back to basics and streamlined rules wherever possible to improve the overall experience, and ensured that they tie in with the setting."
Link zum Artikel:
Ob man jetzt Maladum braucht wenn man Core-Space schon hat, stell ich mal in Frage.
Was sagt Ihr?