Trailblazer RPG, the good, the bad and the ugly...
Along the same lines as the Pathfinder thread I wanted to get everyone's thoughts on the Trailblazer rules by Bad Axe games. We recently switched from standard 3.5 to using the TB rules as the core we built our characters off of. We've gotten one game down with the Trailblazer rules and it was fun. It brought some of the martial characters up, though it didn't bring them totally in line with the casters. There is a unified magic level that carries across all character classes to try to make actual multi-class casters work, which I might try out in the new game we're starting. The fact that the 'big six' magic items are pretty much a resource tax on all but the caster classes is recognized, and an attempt made to account for that. There are other adjustments to the system and problems the designers lay out with 3.5 that they attempt to address.
Since I've never been a real hard core 3.5 guy, but I've played enough to see some of the clear troubles with the system in action. Plenty here have gotten a lot more table time than I have in the last few years so I turn to the MW gaming crew for opinions on the good and bad points of Trailblazer. Any glaring troubles with the rules that weren't in 3.5? Any marked improvements that make valid options that were traps in 3.5? General thoughts and feelings of the board?
Since I've never been a real hard core 3.5 guy, but I've played enough to see some of the clear troubles with the system in action. Plenty here have gotten a lot more table time than I have in the last few years so I turn to the MW gaming crew for opinions on the good and bad points of Trailblazer. Any glaring troubles with the rules that weren't in 3.5? Any marked improvements that make valid options that were traps in 3.5? General thoughts and feelings of the board?




