by Galloglaich » Thu Jul 05, 2012 3:47 pm
I don't know if you have actually done a campaign using codex rules or just a few one-off games? But I have found once the players get used to their characters, so they know their options better, it goes very fast. You don't have to think about full round actions, move equivalent actions, all the other weird little rules of 3.xe, and the tons of arithmetic. To me, that is what slows me down. If you have a medium or high-level character, you have different bonuses for each attack (+12/+7/+2 etc.), penalties for multi-weapon use, bonuses for every applicable feat, and so on. If you move you can only attack once of course. The math really adds up, especially but not limited to when you start to use a lot of magic.
In the Codex, all this is replaced by the dice pool, basically, and because the setting is typically low-magic, there is a lot less circumstantial math. You just roll the dice and go.
Now personally, I only ran 2 multi-week campaigns and 3 one-off game nights myself, so I don't have a gigantic sample of players. Maybe a total of 12 or 15 players in total? But this was a pretty wide variety ranging from people like my wife, who isn't a gamer at all and could care less about any rules, to some hard core "mainstream" gamers who are total min-maxer types. They were all able to "get it" pretty quickly.
I think there is a certain paradigm shift to really 'get it', it's pretty different from most other RPG combat rules, but the speed was really one of the main purposes of the system. I've had a lot of good reviews from dozens of people around the world, in something like 10 languages, for how realistic codex is, but there aren't that many people among that group who have actually played the game, and fewer still who played more than a few times. I think that is because it's fairly hard to integrate and there aren't that many people who really do homebrew systems any more, seemingly, and without character generation rules & magic rules, or an adventure module with pr-rolled characters, it's hard to just jump into it.
As I said before, I'm trying to finish all three of the above, though since I have a day job and my fencing hobby and other writing projects, progress is slow.
I'm also planning to do a really comprehensive play-demo video combined with combat sequences acted out by some fencers from my club, hopefully that will get across the flow of the system.
G