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	<title>Comments on: Review: Omnifray</title>
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	<link>http://critical-hits.com/2009/05/09/omnifray/</link>
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		<title>By: UK Role Players &#187; Latest News &#187; Omnifray PDFs Mark 1st Annivesary</title>
		<link>http://critical-hits.com/2009/05/09/omnifray/#comment-65792</link>
		<dc:creator>UK Role Players &#187; Latest News &#187; Omnifray PDFs Mark 1st Annivesary</dc:creator>
		<pubDate>Tue, 30 Jun 2009 11:54:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3754#comment-65792</guid>
		<description>[...] Recent online reviews can be found at RPG.net (this review followed 8 playtest sessions), Critical Hits, and RPG Pundit. The official site for Omnifray can be found at [...]</description>
		<content:encoded><![CDATA[<p>[...] Recent online reviews can be found at RPG.net (this review followed 8 playtest sessions), Critical Hits, and RPG Pundit. The official site for Omnifray can be found at [...]</p>
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		<title>By: Omnifray author Matt West</title>
		<link>http://critical-hits.com/2009/05/09/omnifray/#comment-65791</link>
		<dc:creator>Omnifray author Matt West</dc:creator>
		<pubDate>Sun, 10 May 2009 23:43:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3754#comment-65791</guid>
		<description>I probably shouldn&#039;t have posted the formula. People looking to find out about my game are going to find... a formula which they will never need and which doesn&#039;t appear in any rulebook...

NVM --- people who aren&#039;t put off by Success Chance = 1/(1+2^(0-Advantage/2))x100% are probably the people I should be targeting anyway... (even if the superfluous &quot;x100%&quot; might annoy them).

&gt; Why so many?

Partly to get rid of unnecessary skill lists by having enough ability scores to cover most areas. There are still skills (which come under &quot;traits&quot;), but they are very much secondary and you don&#039;t need them so much. Partly to avoid derived stats for combat etc. so as to speed up CharGen for NPCs, which can be as simple as jotting down the few numbers you think you&#039;re going to use. Partly to allow greater variety for your characters.

&gt; Beyond a point buy system, what are characters?

Anything compatible with the Enshrouded Lands (fantasy setting). Usually of human appearance, but that&#039;s not strictly necessary.

My favourite are humans possessed by supernatural creatures - demons, the undead, the fey, etc. These I call Otherworldly spirits, as opposed to the Manifested (ones which are walking around in their own bodies).

&gt; Are there classes?

No. Absolutely not. No skill trees, no lifepaths, nothing like that. There are many, many character backgrounds, which are optional and can be used in part or in whole, but all they do is provide a list of recommended pointers for ability scores, traits, feats etc. - you can mix and match as desired, and they have no real inherent impact on what your character can actually do. The whole substance of CharGen is versatile, flexible points-buy.

&gt; Levels?

Yes. They determine how many points you get of 3 different kinds - CGPs for your traits and ability scores, Versatility Points to select your feats (powers for occasional use) and Energy Points to power your feats when you use them.

&gt; How does the game handle combat?

In a variety of ways with a distinctive rolling speed of action system. Basically each action takes a random amount of time, added to when you last went. Yes, the game uses tables, but I can run combat basically without reference to the tables as they have relatively few entries and are easy (for me) to remember.

&gt; Magic? Skills and special abilities?

There are &quot;traits&quot; and &quot;feats&quot;. Traits are features of your character&#039;s abilities and restrictions which apply continuously. Feats are powers you can use which burn energy points (or activity points for downtime feats). Magic works via this system; non-magical characters have parallel powers of non-magical varieties. You can mix up your energy points between spiritual (magical/mystical), fate, physical and concentration however you choose.

&gt; Does it have a framework for social conflicts?

You can have opposed tests based on social stats, and they can be influenced via your roleplay, situational factors etc.</description>
		<content:encoded><![CDATA[<p>I probably shouldn&#8217;t have posted the formula. People looking to find out about my game are going to find&#8230; a formula which they will never need and which doesn&#8217;t appear in any rulebook&#8230;</p>
<p>NVM &#8212; people who aren&#8217;t put off by Success Chance = 1/(1+2^(0-Advantage/2))x100% are probably the people I should be targeting anyway&#8230; (even if the superfluous &#8220;x100%&#8221; might annoy them).</p>
<p>&gt; Why so many?</p>
<p>Partly to get rid of unnecessary skill lists by having enough ability scores to cover most areas. There are still skills (which come under &#8220;traits&#8221;), but they are very much secondary and you don&#8217;t need them so much. Partly to avoid derived stats for combat etc. so as to speed up CharGen for NPCs, which can be as simple as jotting down the few numbers you think you&#8217;re going to use. Partly to allow greater variety for your characters.</p>
<p>&gt; Beyond a point buy system, what are characters?</p>
<p>Anything compatible with the Enshrouded Lands (fantasy setting). Usually of human appearance, but that&#8217;s not strictly necessary.</p>
<p>My favourite are humans possessed by supernatural creatures &#8211; demons, the undead, the fey, etc. These I call Otherworldly spirits, as opposed to the Manifested (ones which are walking around in their own bodies).</p>
<p>&gt; Are there classes?</p>
<p>No. Absolutely not. No skill trees, no lifepaths, nothing like that. There are many, many character backgrounds, which are optional and can be used in part or in whole, but all they do is provide a list of recommended pointers for ability scores, traits, feats etc. &#8211; you can mix and match as desired, and they have no real inherent impact on what your character can actually do. The whole substance of CharGen is versatile, flexible points-buy.</p>
<p>&gt; Levels?</p>
<p>Yes. They determine how many points you get of 3 different kinds &#8211; CGPs for your traits and ability scores, Versatility Points to select your feats (powers for occasional use) and Energy Points to power your feats when you use them.</p>
<p>&gt; How does the game handle combat?</p>
<p>In a variety of ways with a distinctive rolling speed of action system. Basically each action takes a random amount of time, added to when you last went. Yes, the game uses tables, but I can run combat basically without reference to the tables as they have relatively few entries and are easy (for me) to remember.</p>
<p>&gt; Magic? Skills and special abilities?</p>
<p>There are &#8220;traits&#8221; and &#8220;feats&#8221;. Traits are features of your character&#8217;s abilities and restrictions which apply continuously. Feats are powers you can use which burn energy points (or activity points for downtime feats). Magic works via this system; non-magical characters have parallel powers of non-magical varieties. You can mix up your energy points between spiritual (magical/mystical), fate, physical and concentration however you choose.</p>
<p>&gt; Does it have a framework for social conflicts?</p>
<p>You can have opposed tests based on social stats, and they can be influenced via your roleplay, situational factors etc.</p>
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		<title>By: Michael</title>
		<link>http://critical-hits.com/2009/05/09/omnifray/#comment-65790</link>
		<dc:creator>Michael</dc:creator>
		<pubDate>Sun, 10 May 2009 23:06:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3754#comment-65790</guid>
		<description>Dave:  I was really just pointing out that, from my perspective, I&#039;d like to know more about the game from someone who has it.

And thanks to Matt, I have some of it!</description>
		<content:encoded><![CDATA[<p>Dave:  I was really just pointing out that, from my perspective, I&#8217;d like to know more about the game from someone who has it.</p>
<p>And thanks to Matt, I have some of it!</p>
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		<title>By: Omnifray author Matt West</title>
		<link>http://critical-hits.com/2009/05/09/omnifray/#comment-65789</link>
		<dc:creator>Omnifray author Matt West</dc:creator>
		<pubDate>Sun, 10 May 2009 22:08:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3754#comment-65789</guid>
		<description>Genuinely thanks for the review! It&#039;s always nice to have publicity, especially on Critical-Hits.com. I appreciate that the review is, shall we say, lukewarm, but Omnifray isn&#039;t for everyone. It&#039;s for people who really, really want ultra-flexible crunchy CharGen, balance (in the sense that every advantage has its price or trade-off) and a high degree of internal coherence and believability, as well as masses of three-pronged canon in the setting allowing for mystery and intrigue. You have to want those things enough to take it on the chin that my system is very complex, very crunchy and very challenging to run. More than a few people have described it as the most complex RPG they&#039;ve ever played. I don&#039;t find it unduly complicated myself, but it seems to be a fairly common opinion! There must be a reasonable audience out there who are begging for this stuff but frankly I think they&#039;re hard to find and target...

I&#039;m really pleased that the reviewer praises the artwork (none of which is mine, by the way - I can&#039;t draw for toffee). The artists were Jon Hodgson (Basic Handbook cover), Genzo (Expert Manual cover and the anime-style interior artwork), Chrissy Delk (interior) and Athene Nocturna (interior). There isn&#039;t really enough artwork in the books (that&#039;s down to me, not the artists) but when it&#039;s costing you several thousands of pounds of your own money to put books on shelves on the never never - you&#039;ve got to know when to call it quits.

I appreciate the call for me to keep on trying and improve on my work. The trouble is perhaps that I could not be much more satisfied with the way Omnifray works for me in practice, and any changes that I might want to introduce --- certainly wouldn&#039;t be the simplifications or polishing that a mass audience seems to demand. A task so demanding as producing these books is something I only undertook because I wanted to play it myself and get it out there for others like me - not, primarily, to make money or appeal to a mass audience (although it would be nice). So it&#039;s unlikely, given the mammoth task that this was, that I&#039;ll be producing a new fantasy game of this scope or depth any time soon, although there is a somewhat simplified version of Omnifray-in-space on the way (currently out in playtest under the temporary name of Sundered Space, free to download on Lulu, link via my site).

A few minor things from the review:-

There are 15 ability scores (not counting Size and Target), not 30 - with respect I think Michael misunderstood what the reviewer meant. Even I think 30 ability scores would be a bit over the top!

The Simple Action Resolution Table is based on a strict mathematical progression - YOU ABSOLUTELY NEVER NEED THIS INFORMATION TO PLAY THE GAME BUT HERE GOES - the formula is:-

Success Chance = 1/(1+2^(0-Advantage/2)) x 100%
where ^ is &quot;to the power of&quot; and / is the divisor sign
(Advantage is your ability score minus your opponent&#039;s or a difficulty score)

YOU DON&#039;T EVER ACTUALLY USE THAT SUCCESS CHANCE FORMULA WHEN YOU PLAY OR PREP THE GAME! It&#039;s just game-design info for those who may be interested.

The maths is sort-of encapsulated in a sentence or two hidden away deep inside the Basic Handbook which basically explains that for every 2 points of difference in ability score between you and your opponent, you are twice (or half) as likely to succeed as he is at an (opposed) task.

I am thinking of writing code in BASIC so that people can just enter the opposing characters&#039; ability scores / difficulty score (or the overall Advantage score) at the prompt and it will randomise action resolution of any of the various kinds. I can&#039;t see myself using a computer to assist play, but for those who would, I wonder if they might find it easier that way. Any thoughts welcome - feedback via the website please.

There is currently no downloadable PDF but I&#039;m thinking of releasing both books as pay-to-download PDFs on the 1st anniversary of publication.

If you want to know more about the game, please check out the website, and you can post queries to me via there.

I hope I&#039;m not out of order posting a detailed response.</description>
		<content:encoded><![CDATA[<p>Genuinely thanks for the review! It&#8217;s always nice to have publicity, especially on Critical-Hits.com. I appreciate that the review is, shall we say, lukewarm, but Omnifray isn&#8217;t for everyone. It&#8217;s for people who really, really want ultra-flexible crunchy CharGen, balance (in the sense that every advantage has its price or trade-off) and a high degree of internal coherence and believability, as well as masses of three-pronged canon in the setting allowing for mystery and intrigue. You have to want those things enough to take it on the chin that my system is very complex, very crunchy and very challenging to run. More than a few people have described it as the most complex RPG they&#8217;ve ever played. I don&#8217;t find it unduly complicated myself, but it seems to be a fairly common opinion! There must be a reasonable audience out there who are begging for this stuff but frankly I think they&#8217;re hard to find and target&#8230;</p>
<p>I&#8217;m really pleased that the reviewer praises the artwork (none of which is mine, by the way &#8211; I can&#8217;t draw for toffee). The artists were Jon Hodgson (Basic Handbook cover), Genzo (Expert Manual cover and the anime-style interior artwork), Chrissy Delk (interior) and Athene Nocturna (interior). There isn&#8217;t really enough artwork in the books (that&#8217;s down to me, not the artists) but when it&#8217;s costing you several thousands of pounds of your own money to put books on shelves on the never never &#8211; you&#8217;ve got to know when to call it quits.</p>
<p>I appreciate the call for me to keep on trying and improve on my work. The trouble is perhaps that I could not be much more satisfied with the way Omnifray works for me in practice, and any changes that I might want to introduce &#8212; certainly wouldn&#8217;t be the simplifications or polishing that a mass audience seems to demand. A task so demanding as producing these books is something I only undertook because I wanted to play it myself and get it out there for others like me &#8211; not, primarily, to make money or appeal to a mass audience (although it would be nice). So it&#8217;s unlikely, given the mammoth task that this was, that I&#8217;ll be producing a new fantasy game of this scope or depth any time soon, although there is a somewhat simplified version of Omnifray-in-space on the way (currently out in playtest under the temporary name of Sundered Space, free to download on Lulu, link via my site).</p>
<p>A few minor things from the review:-</p>
<p>There are 15 ability scores (not counting Size and Target), not 30 &#8211; with respect I think Michael misunderstood what the reviewer meant. Even I think 30 ability scores would be a bit over the top!</p>
<p>The Simple Action Resolution Table is based on a strict mathematical progression &#8211; YOU ABSOLUTELY NEVER NEED THIS INFORMATION TO PLAY THE GAME BUT HERE GOES &#8211; the formula is:-</p>
<p>Success Chance = 1/(1+2^(0-Advantage/2)) x 100%<br />
where ^ is &#8220;to the power of&#8221; and / is the divisor sign<br />
(Advantage is your ability score minus your opponent&#8217;s or a difficulty score)</p>
<p>YOU DON&#8217;T EVER ACTUALLY USE THAT SUCCESS CHANCE FORMULA WHEN YOU PLAY OR PREP THE GAME! It&#8217;s just game-design info for those who may be interested.</p>
<p>The maths is sort-of encapsulated in a sentence or two hidden away deep inside the Basic Handbook which basically explains that for every 2 points of difference in ability score between you and your opponent, you are twice (or half) as likely to succeed as he is at an (opposed) task.</p>
<p>I am thinking of writing code in BASIC so that people can just enter the opposing characters&#8217; ability scores / difficulty score (or the overall Advantage score) at the prompt and it will randomise action resolution of any of the various kinds. I can&#8217;t see myself using a computer to assist play, but for those who would, I wonder if they might find it easier that way. Any thoughts welcome &#8211; feedback via the website please.</p>
<p>There is currently no downloadable PDF but I&#8217;m thinking of releasing both books as pay-to-download PDFs on the 1st anniversary of publication.</p>
<p>If you want to know more about the game, please check out the website, and you can post queries to me via there.</p>
<p>I hope I&#8217;m not out of order posting a detailed response.</p>
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		<title>By: random reader in favor of brevity</title>
		<link>http://critical-hits.com/2009/05/09/omnifray/#comment-65788</link>
		<dc:creator>random reader in favor of brevity</dc:creator>
		<pubDate>Sun, 10 May 2009 15:21:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3754#comment-65788</guid>
		<description>I&#039;m always curious about how different systems handle attributes or abilities, but I&#039;m also a big fan of brevity. I loathe long reviews that read like a middle school book report. &quot;Chapter 1, Chapter 2, etc.&quot; Ugh. I don&#039;t need all the facts, just the reviewers impression and whether or not they might recommend the item reviewed or not.</description>
		<content:encoded><![CDATA[<p>I&#8217;m always curious about how different systems handle attributes or abilities, but I&#8217;m also a big fan of brevity. I loathe long reviews that read like a middle school book report. &#8220;Chapter 1, Chapter 2, etc.&#8221; Ugh. I don&#8217;t need all the facts, just the reviewers impression and whether or not they might recommend the item reviewed or not.</p>
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		<title>By: The Game</title>
		<link>http://critical-hits.com/2009/05/09/omnifray/#comment-65787</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Sun, 10 May 2009 13:45:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3754#comment-65787</guid>
		<description>Michael: It was my decision as editor to label this a review, and I don&#039;t believe going into all those things that you list is necessary to call something a review. I believe enough is hit upon here to qualify.

Also keep in mind that these books are monstrously huge, so to provide all that information would be quite a lot- and not necessary to tell readers to steer clear.</description>
		<content:encoded><![CDATA[<p>Michael: It was my decision as editor to label this a review, and I don&#8217;t believe going into all those things that you list is necessary to call something a review. I believe enough is hit upon here to qualify.</p>
<p>Also keep in mind that these books are monstrously huge, so to provide all that information would be quite a lot- and not necessary to tell readers to steer clear.</p>
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		<title>By: Michael</title>
		<link>http://critical-hits.com/2009/05/09/omnifray/#comment-65786</link>
		<dc:creator>Michael</dc:creator>
		<pubDate>Sun, 10 May 2009 12:52:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3754#comment-65786</guid>
		<description>With all due respect, this isn&#039;t much of a review.  It appears as if you got into character creation, looked at some form of task resolution and skimmed through the monsters section.

You indicate the system has 30 attributes and stats, but what are they and how do they work?  Why so many?  Beyond a point buy system, what are characters?  Are there classes?  Levels?  Do characters improve?  How does the game handle combat?  Magic?  Skills and special abilities?  Does it have a framework for social conflicts?

Again, no disrespect intended and I appreciate the fact you&#039;ve brought something new to the metaphoric table.  I just think more information should be included if you really want to label this blog a review.</description>
		<content:encoded><![CDATA[<p>With all due respect, this isn&#8217;t much of a review.  It appears as if you got into character creation, looked at some form of task resolution and skimmed through the monsters section.</p>
<p>You indicate the system has 30 attributes and stats, but what are they and how do they work?  Why so many?  Beyond a point buy system, what are characters?  Are there classes?  Levels?  Do characters improve?  How does the game handle combat?  Magic?  Skills and special abilities?  Does it have a framework for social conflicts?</p>
<p>Again, no disrespect intended and I appreciate the fact you&#8217;ve brought something new to the metaphoric table.  I just think more information should be included if you really want to label this blog a review.</p>
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		<title>By: Review: Omnifray &#124; UncleBear</title>
		<link>http://critical-hits.com/2009/05/09/omnifray/#comment-65785</link>
		<dc:creator>Review: Omnifray &#124; UncleBear</dc:creator>
		<pubDate>Sun, 10 May 2009 04:47:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3754#comment-65785</guid>
		<description>[...] I&#8217;ve written a guest review of Omnifray, an indie fantasy roleplaying game, for Critical Hits. You can check it out here. [...]</description>
		<content:encoded><![CDATA[<p>[...] I&#8217;ve written a guest review of Omnifray, an indie fantasy roleplaying game, for Critical Hits. You can check it out here. [...]</p>
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