Brass Jester
Rune Priest
I must say, I don't find Numenera as complex as Fate (and I like both systems.) Fate has all of the Invoking/ Compelling Aspects and also having to come up with them in chargen, plus combat is an opposed roll for the GM and the player. Then you have to account for Shifts and Spin.Thanks @Dom, @Sablemage , good to be here.
I'd like that, what's the best way to put my hand up?
Whereabouts are you based? We're getting into conversations on Delivery Service Plans and sustainable delivery here, along with discussions with the likes of ABP (cos we're in Southampton) and Meachers. It's an interesting time to be in the field. My day job is mostly around supporting behaviour change for business and commuter travel, but I'm always keen to learn more.
That's pretty much where I am at the moment, I found Fate 2.0 online somewhere god knows how long ago and it blew my mind. FAE is great, I recently used it as the basis of a freelance project for museums to use in school sessions, which was very cool.
Fria Ligan's Year Zero engine or Forged in the Dark are pretty much the upper end of my comfort zone.
I'm aware of it but, from what I've seen of it, the Cypher system is more complicated than my tastes and the setting isn't enough to get me over that hurdle.
I've very much come to the position that (for me) complexity in system has to justify its existence by bringing something to the table.
That probably coloured my reading of it.
Thanks again to everyone for the welcome.
Numenera is pick a Descriptor, Character Type and Focus: -this tells you everything about your character. All task resolution is- determine the level of the task, adjust for modifiers (up or down), multiply by three and roll that number or more on a d20 to get a success.
I'm not intending to start a war over this; but several people have said how complex Numenera is and I really don't see where they're coming from.