here's my debrief of OSR but before anything, lets give some context !
Context : We are a groupe of 6 players + 1 DM (This is, as you may already think, A LOT, I would even say, TOO MUCH For LANCER), Totally new to LANCER but Veterans of multiple TTRPG. There will, therefore, be a lot of comparison to how we perform in DnD 5e (where I am a player not DM)
Also, it was a firsty time with Foundry VTT.
We play once a week. ~3H sessions.
Homebrew : Coming from DnD 5e we had an system of "inspiration", started very poorly by giving "extra core power" (don't do that), quickly changed to "One extra quick action once on your turn" (think of it as a free overcharge), Said inspirations are given as such : End of every session, we give a “play of the game” and the initiator gets the inspiration, then we create a “meme of the play” for next session and vote for the funnier one. Funnier meme get another inspiration. (you can see why core power was ridiculous in such economy)
TL;DR / Overall conclusion : The game is fun but battles are LONG (And being 6 players + new to the game + new to Foundry didn't helped that), We are talking 2 sessions minimum per battles.
- Builds come a bit late (we allowed for the 3 GMS frames, Everest Chomolungma and Sagarmatha) starting LL0 was fairly debated, especially since we weren't sure to keep going further after OSR (I don't know about LL2 start or maybe LL0 but Allowing Frames ?)
Approaching LL2, Sagarmatha feels like it’s not performing that good. As of player feedback, Everest is decent, Chomolungma is « best for hacking », whereas Sagarmatha seems to be a weak defender compared to other frames.
Player suggestion regarding builds : Separating core power/trait from the frame for more « LEGO » build. Suggesting that core power could be Level 3 license components (or even Level 4). (Of course, that makes for a whole rebalancing but as a homebrew for veteran player, I believe this can be a thing)
Overall,Frames, Licenses, Pilot traits, Stats, and mech builds were appreciated.
-Little room for roleplaying/chatting and "on foot" stuff (or non combat Mech play)
-Balance seemed fine from DM perspective (the module is meant for 5 players max, and for beginners, they crushed pretty much everything and I never felt like they were in great danger) However, they complained A LOT about enemies dealing "fixed max damage". I can see the frustration, but I think its fair enough considering the game is meant for repair management and enemies usually don't have multiple structure/reactor stress.
Player point : DM split fire, if he chose to focus one guy he could have destroyed them. (fair enough, though I believe focus fire is not very fun, even if it’s tactically the best move)
-Union/LSA/Vestan Dynamic : Felt like Union was too much invested in the conflict considering we are told "Union shouldn't engage unless being engaged first" - “Are those soldier cold blooded machine or can they surrend when there is litteraly one guy left and we can’t lose », This would indeed make sense and could have helped make battle shorter.
- Rules are sometimes felt unclear (I want to put an emphasis on « felt » because it was a first play and I know a lot of times it was a « me not knowing the rule »), but I think the real « problem » is how some « rule as written » makes very little sense (see arcing allowing arty round in a maze)
In LANCER defense « They didn’t had 5 editions to simplify and optimize rules »
Now for the long run !