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Anima Prime Patch Draft

Since its publication in 2011, I've played lots of Anima Prime and received plenty of feedback on it. Based on those four years of experience, I've found that even though it works fine as is, there are some ways in which the core game can be improved. So here's a draft of the optional version 1.5 patch for Anima Prime:

- Your Action Pool starts at 6 instead of 10
- Your skills are all one higher to make up for that (5/4/3 instead of 4/3/2)
- You use 0-2 action dice for a maneuver instead of 1-3 - You no longer take a wound when you maneuver with an empty action pool
- You can now also use 0-2 dice from your action pool to boost a strike or an achievement roll you make
- When you Catch Your Breath, you recover half of your maximum Action Pool. For most characters, that means 3 action dice, but characters with Stamina will recover 1 extra action die per level in that power.
- When you Catch Your Breath, your Defense counts as one higher (maximum 6) until the start of your next action.

This makes conflicts go faster (instead of slowing down considerably when characters run out of action dice) and allows for more tactical options.

The most requested feature I've been asked for these past few years has been a skill roll for character scenes. Here's an optional rule for that:

When you attempt to do something difficult or opposed by another character during a character scene, describe to the GM what you're doing and figure out together which skill that uses. The GM will also inform you what the difficulty of the roll is (a number between 3 for regular and 6 for nearly-impossible attempts), taking into account that your character is an anime badass with abilities far beyond normal humans.

Then roll your skill rating in dice; if you don't have that skill, roll 2 dice instead. Count the number of dice that show the difficulty or higher as successes and compare it to the following table:

0 You fail at the attempt and something bad happens
1 You succeed at the attempt and something bad happens
2 You succeed at the attempt and nothing bad happens
3+ You succeed at the attempt and you get something extra out of it

The GM will figure out, based on your situation, what the bad thing or the extra thing is.

So, I recently re-discovered Anima Prime and found the supplements for factions, items, GM budgeting, and the Unity Core decks for co-op play. I've been considering using these systems in my games, but they seem very unfinished.. Do you think you'll ever revisit and flesh out/improve these rules?

Related, has anyone here used these rules, and how did they work out?

I'm hacking Beast Hunters to run heist games and am working out how to reflect the Thief player's careful preparation in the early parts of the game. There are three options I'm considering right now:

1. As the Thief prepares (cases the joint, recruits accomplices, copies keys, etc.), write down facts about the preparation, the target, and its security. Add specific guidance for the Challenger that when the Thief includes those facts in their Maneuver descriptions, they should give higher offers. This is simple but unsatisfying as the Thief.
2. As the Thief wins Challenges, they gain a stat called Preparation--1 point if they win in Negotiation, 2 if from Conflict Resolution. In the final Challenge, they can use that to buy traits or resources using the adversity table. I'm using the Showdown rules, but if I do this I won't give the Thief bonus reward points since the extra boost from Preparation makes it easier. I'm worried this wrecks the balance, but the gaminess is more satisfying.
3. Similar to #2, but the Thief builds up the traits and resources as they win Challenges instead of an abstract Preparation stat.

Which option do you prefer?

How have you, as a GM, dealt with game balance in Anima Prime? I've experienced imbalanced Conflicts many times with the system (both curbstomping the party and the party curbstomping my Conflict) and with it being so light on the mechanical rules, I've noticed it tends to swing back and forth. What are some ways you've normalized this balance of power?

On a related sidenote: what are some ways to keep power-gamers in a party from power-gaming too much and, as a result, forcing the issue of balance on the game?

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This just in : Over The Garden Wall is totally a Meridian session. It only lacks a Nexus in a few of the Locales.

WARNING : starting from the "plot" section, the wikipedia article spoils the hell out of the series ! :(

One thing I wanted to talk about, Christian : you designed Meridian mainly as a huge, diverse city. It struck me at once that you would go that way, because I would have gone with more "liberty of movement".

As a specific example : my girlfriend designed a Locale we could call "The Homely Village". A place where everyone knows you the second you arrive, and is very kind, and slowly you feel more and more at home. The encounter with the Nexus (who could be the village elder, or on the contrary a local child, it's not decided) asks the journeyer to sacrifice something in order to fight their newfound will to stay here.

So of course it could be "the Homely Neighbourhood" or something, but in our mind it really works better as a friendly and familiar village.

Wondering if this community is still alive? I recently discovered AP and how awesome and versatile it can be! My group has been playing and conceptualizing with this system non-stop, lately.

Got the game in the mail on Friday. We had a game of Feng Shui 2 on Saturday that I wasn't sure about (one player wouldn't be attending so it would be just my girlfriend, another friend and me).... So when our friend arrived I pitched her Meridian and asked if she wanted to play that instead. And we did. And it was awesome (albeit a bit creepy at times but hey, that's what dreams are made of sometimes).

I'll do a play report a bit later if you want ! We really really loved it. With only three players, my girlfriend never felt the need for a Companion, so just kept playing Touch and loved it.

One question though, to make GMing in French easier : what did you mean when you named the "Touches" ? knowing your intent would help me find the suitable French word (i'm a translator, that's my job, and sometimes with especially poetic/abstract games I need to know the author's intent to understand exactly)

Thanks for that game Christian, we're already writing up our own Locales that I'll share here (one thing : too bad that there aren't blank cards for locales and stuff... it would have been handwritten but it would have had the nice colours and the right size :( )

+Christian Griffen, page 11 of the book mentions a FAQ and a document offering advice for advanced techniques, choosing locales and more. I couldn't find that. Is it not up yet?

Just got my backer copy of Meridian, and it looks absolutely stunning! I'm hoping to get it to the table tonight!
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