Re: The New Chamber of Lost Souls. (OOC)
My own feelings on the matter (been running a tabletop game off and on for years, know people who are in online games here and elsewhere).
Disclaimer - others may feel perfectly differently than the below, and I totally understand. Perspective is everything.
There's a lot of crunch, I agree. It depends on what one likes in one's games. I really don't feel there's MORE crunch than, for example, D&D 3.x, where there's easily as much when it comes to the vast array of combat rules and feats/abilities/classes. Pathfinder, even moreso. :)
I think it's a matter of how the crunch manifests in play. In D&D, a lot of the crunch happens in the feats and in the combat rules, working out who does what when and how this gives an advantage. In Pathfinder, with even more combat stats and abilities, moreso. In Anima, the crunch is mostly in character creation - combat (for me) runs more streamlined than D&D (though still crunchy!). Also, the style of combat is different. It's very give and take, with different tactics and strategies necessary due to the different rules (multiple attackers is a truly Horrible Thing™, counterattacks make for an interesting issue, getting hit meaning one loses one's action for that round except in specific circumstances, etc).
It PLAYS very differently from D&D, but having a fair experience with both I don't feel there's any difference in crunch level. :)
Character options, especially with the supplements, I've found to have endless variety. Just enormous.
Paladins and Dark Paladins are rather different from warriors, as they have an incredibly easy time developing Social Skills - the easiest out of the entire game, in fact. They're meant to be leaders. Their fighting ability isn't on a par with a Warrior's - not quite - but they more easily wear heavier armor and provide a rallying point. Essentially, they fill a different niche than a Warrior, just like an Acrobatic Warrior or Weaponmaster does. Especially since they're customizable - they can easily be taken 'as is' with their supernatural abilities (Banish skill for Paladins and Control skill for Dark Paladins), or have their supernatural abilities dropped in favour for even MORE social skill benefits. :)
I've found little difficulty in having classes with Ki powers (with Anima, I use the work Ki because that's the word they use in-game). Warriors, Acrobatic Warriors, Shadows, Tao, Technicians (obviously), all of these can easily develop Ki abilities and even Dominions. Paladins and Dark Paladins, less-so, but I know someone in an online game (here) who is playing with a low-level Paladin in their group...and that Paladin has already developed two Ki Dominions without sacrificing much from their other abilities.
And just getting Ki Abilities is dead-easy.
Weaponmasters aren't really intended to develop Ki abilities, so that's not so much a problem for them (they're perfectly functional without them), and they can still be easily built starting out with Ki stuff at level 1. :) Assassins and Thieves run about the same as Paladins for developing Ki abilities, but they're supposed to be skill monkeys, not front-line combat types. :)
Dominus Exxet vastly improves this as well (as you note). I view DE as the single-best and biggest 'game rules' supplement. Ever. For any game. It is literally a game-changer - new combat rules, more complex (but easily workable) martial arts, more Ki abilities, more fleshed-out Ki-dominion creation system, all kinds of new character options, new supernatural skills for fighter-types, etc, etc.
Add on Arcana Exxet for more options for Mages, Summoners and (less-so, but they don't NEED it) Psychics, and there are huge amounts of possibilities.
Characters classes capable of magic...well, there's the Wizard (base mage), Illusionist (Part mage, part skill-monkey), the Warlock (mage-fighter), the Summoner (weak mage, powerful at calling beasts and aeons), Warrior Summoner (seeing a pattern?), Wizard-Mentalist (which is difficult to work, but Erista seems to have a method). For psychics, there's the WM (above), the Mentalist, and the Warrior Mentalist (at low levels, the most powerful class in the game).
The other thing I've found about Anima is that the straight warriors don't suffer a nerfing at higher levels by comparison to the mages. Sure, magic is powerful. But it has massive limitations (slowly regenerating power, in-setting checks and balances to it), and in Anima, thanks to Ki abilities, Warriors can do things like 'Cut incoming spell in half' or 'BLOCK a 100m radius fireball from hurting them'.
As well as, at higher levels, toss out massively powerful quasi-magical attacks of their own (Ki Dominions).
In my tabletop game, the characters have reached a level where they're considered on a par with the lower name-level people of the setting (that's about 6th level...in D&D terms, it would be somewhere between 9th and 12th level for overall power, given the capacities of Anima characters). The fighting types are certainly not proving to be 'weak' by comparison to the mystic/psychic ones. Nor are they lacking funky abilities or cool stuff. :)
Our GM here knows my fondness for Anima, I've blathered about it to him often enough. ^_^
For some, it might not be to their taste. Certainly the STYLE is different from D&D. But everyone is different, after all, and all have different preferences! :D
This message was last edited by the player at 12:49, Fri 12 June 2015.