Hi, its me again :). I havent bought UA2 yet, but i would like to know a few things about the system:
1) Why the % system?. Ive read at rpg.net that that systems sucks because they say “there is much space between 98 and 99” and stuff like that. But i belieave that the modifications such as the obsessive skill option and other thingies that dont appear in the demo improves the system (im not a probabilistic genius). So, i know that, perhaps, this system works fine for this game, but im a little childish in this aspect and i like to feel that “im playing with the best game system around”. So, explain me why the UA% system seems to be good or why i shouldnt change it for another system like dice pool, or Unisystem and stuff more “fancy”.
2) Are there rules for skills above 100%?
Thanks!
Ok, you want an answer and I’ll give you one:
UA isn’t about rules.
If you’re looking for a good system for an horror game, well, you have Cthulhu and UA. Both %. I vote for UA (personal preference).
If you’re looking for the ultimate system, well, it’s like search the ultimate ice cream flavour…
Cheers ;-p
UA1 does, so i’m guessing version 2 does as well.
THe system is unique to UA and should stay that way. It fits, which i guess makes it the best one around… or something like that. It’s less detailed so then emphasis is on narrative. GIven the subject matter of the game and the complexities inherent therein, this abstract approach is for the best.
Discussing the system with a friend of mine, and essentially, I summed up the UA vs. Other Games ™ argument as:
“They’ve got rules. (UA) has potential. Which sounds like fun?”
If I wanted to retread the same ol’ tired hack/slash/roll-a-D20, I’d do just that. I do, actually, at times. But, for the better end of the deal, the system in place for UA calls out a little louder, and a little clearer.
Just my thoughts.
UA’s system keeps dice rolling to a minimum. If your looking for a chuckfest, this isn’t the game for you. Character creation, mechanics, and combat are all simple clean and fast. The rules allow for nearly any situation to be covered, in a realistic fashion, without game slowdown, or looking up whatever modifiers. The rules re-enforce role-playing and character, as well as flexability. All in all the most elegent rules system I’ve ever played under.
I, for my part, am convonced that
UA would work greatly with
other systems like, yeah, d20.
That would allows us to get rid
the cheesy body stat etc. etc.
But before flame war gets
started I reapeat 3 times:
the UA system is good as is
the UA system is good as is
the UA system is good as is
it just doesn’t have any scalabilty.
LIke GURPS it pretty much
breaks down with high stats.
I dont see why a flame war should begin. This is a game where the players dont care about the system. Sure, any game can be adapted to any system, but i dont want a system-intensive game such as D&D, that´s why ive sell the 3 core books to buy UA2.
Actually, a skill of over 100% would be ungodly inhuman good. As the book says, the skills in UA are “under duress” skills. Anyone with a skill of 15% or higher doesn’t even need to roll under most circumstances. And skills can’t be higher than their governing stat anyway.
I agree that most percentile systems do rather suck. But I also think UA managed to take percentile and make it cool, in my opinion.
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