Well, I'm probably colored by having purchased the core rulebooks (Core, GM, Heroes) and while I do have to call it up every now and then since I am not used to it, I am finding that it paradoxically is good in both its simplicity and flexibility. The combat is pretty quick to adjudicate and the rolls are simple. On the other hand, the deliberate vagueness as how to apply skills allows for creativity. Certain rules, like assessing requiring a different skill each round in combat is a simple way to add tactics. In particular, the cheat's distracted opponent ability, to me, is overpowered in that using coordinated attacking (and an amenable GM), the cheat can spam crits. Coming from D&D (mainly AD&D 1/2ed but a decent amount 5ed2014), it's similar enough to feel comfortable but different enough to give it a different flavor.
tl;dr, I like it. Again, that's probably because I
do have the benefit of looking up the (simple) rules when I want, and because, at least for this character, I am more focused on RP/creative writing than I am hack & slash.
Edit And I must take this opportunity to express my appreciation for @htech as a GM. This is the second game of his in which I am participating, and I am in awe of his imagination and creativity, and really appreciate the detail he puts into responding to and dealing with each of the PCs in each party.
Last edited March 24, 2026 3:05 am