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May 18, 2013, 05:16:42 PM
The Official Anima ForumsAnima - Role Playing GameGame RulesCrunchiness?
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Nightwalker
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« on: April 01, 2007, 10:29:03 AM »

Is this game built for fast and fun rules or is it more of a game where it's expected that each player be familiar with the game in order assure smooth gameplay with few references to the core book?

Also, what kind of system will the game utilize as far as we know...? Is it comparable to other systems in existence? What other RPG's are similar system-wise?

Yes... I have lots of questions, but it just means I'm very interested. Mostly due to the fact that I grew up on classic Japanese RPG video games as well as a lifetime of old school book gaming.

Any answers are appreciated!
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Imban
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« Reply #1 on: April 01, 2007, 10:34:25 AM »

Anima is on the crunchy side, as games go. I'd expect it to take a bit to get familiar with the rules, and printing out or copying the main combat table for each of your players is probably a good idea.

The system is based on percentile rolls, and seems to take that design influence from Rolemaster and such games. (Though before you think it, it doesn't take the design influence of being ridiculously overcomplicated from Rolemaster.) It is a "class and level" system, but the classes (archetypes) are more like Exalted castes or Vampire clans than D&D classes - they determine bonuses on levelup and how much DP you pay for different abilities, so it's more of a "point and level" system.

I can't provide you with any value judgments about the system (works well, sucks ass, etc.) because I haven't played it and can't analyze it too in-depth due to not really understanding Spanish.

If you've got any specific questions, I can try my best to field them.
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« Reply #2 on: April 01, 2007, 05:19:05 PM »

Hi Nightwalker. Welcome to the forum and thanks for your interest ^^.
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High Arbiter Alastor
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« Reply #3 on: April 04, 2007, 01:51:10 AM »

At first glance Anima looks way more complicated that it really is: huge character creation, different systems for powers (ki, psychyc, magic, summoning...) but it changes after a few sessions. The main combat table, for example... Its trully easy! Its just attack - deffense, and if its possitive substract armor (multiplied by ten) to get porcentage of damage. Maybe an example is more understable:

Attack (240) - deffense (130) = 110. That would mean you make a 110% of your damage. But as the target has 4 points of armor, it changes to 110 - 40 = 70% of damage.
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FallenAngel
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« Reply #4 on: April 04, 2007, 08:41:30 AM »

One of the benefits of this system is also that you have one less roll to make for each and every attack(the damage roll obviously), since the damage is already determined by how much the attacker defeats the defender's defense.

Most games require 3 or 4 rolls to completely resolve an attack(attack, defend, damage and possibly soak/reduce damage).
In combats that last long, you'll be happy for each and every die you don't have to roll =)
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