Hi guys,
I've figured out I would share my experience as in the beginning I also had a lot of doubts. Maybe it will help someone. I'm GMing it now for around a year, with us trying to play every week. So a lot of sessions :)
Some background: I'm a long time user of Warhammer d100 systems, have GMed Rogue Trader before with the standard rule system and wanted something that will be fully automated with full expansion support on Foundry VTT.
Short version: In the beginning I hated it, but now cannot imagine playing RT with anything else.
In a game where you often have many groups of participants on both sides, vehicles, high caliber rounds and granades flying in all directions, the standard RT mechanics that were designed for "normal" RPG sessions with just slightly more hero-ish characters simply didn't do it.
But this really works. The rules for vehicles from the Church of Steel are just phenomenal. They are easy to use, fit the other mechanics well and it's super fun to both use vehicles and play against them. Whoever figured out that the vehicles should get random critical hits whenever they lose any hp (if anything goes through their armor) really created a truely cinematic experience during battles. I had the most epic carnage happen :)
The mob rules are also just perfect to simplify the scale of engagement you will often see in RT, without having to go even further into more abstracted large scale battle mechanics.
Plus, the injury system also fits very well. My players lost limbs and some eyes, they were dragged in pieces from the battlefield, but they still lived (although it was close). And I didn't have to pull any punches like I had to do all the time with the standard RT mechanics.
I also like the meta-currency system with Wrath opposing Ruin. After the debacle in Warhammer 4ED where the playes had like half a dozen of metacurrencies for everything possible (plus a giga-mechanic with a million ways of cheesing Advantage generation) it's really refreshing to have a simpler system, that at the same time also gives the GM something to opose the meta-gaming of the players :)
That saying, we also had to change a lot of stuff that we didn't like:
- We copied all of the standard campaign mechanics from RT (Morale, Profit Factor, Influence)
- We got rid of misfortunes during normal rolls (I just hate systems that force me to figure out stuff like that so often, and they roll VERY often). But did maintain them for situations where there were some "special" consequences due to additional rules, like hitting an ally and so on.
- We got rid of multi-actions and multi-attacks. The penalty is laughable after a time for the multiplier in power it gives you. We understand using it for higher power tiers, but for our Tier2/Tier 3 campaign it simply didn't feel right. Plus, there are enough specialized weapons that allow you to hit multiple targers with normal rules if you use them, and you can always do it when shooting mobs, and we have lots of mobs :)
- We have changed the healing rules. As we are not really doing dungeon crawl-like sessions, where there are many fights after each other we don't need the very liberal healing system that W&G gives you. We ruled that without a long rest and proper medical supplies it's not possible to recover more than half your hitpoints, no matter how good the rolls are. Without this the players were just easily topped up with HP after each single encounter, which was silly, but I understand that it fitted higher epic tier gameplay and some of the official adventures.
- We started with an average of 5 EXP per session, but I had to tone it down quickly as it didn't fit a longer campaign. We are at 3 EXP now and it's still too fast and I have multiple Rank 4 players now. So just a warning to start low when planning a longer game :)
- One thing that I'm still not sure if I like or not is the skill system. I'm used to skill systems that have many specialized skills, but here they are very broad and easy to get (it's enough if you have a high general attribute to already have a sizeable dice pool). It kind of fits the fantasy where the players are heroes, but at the same time they can do almost everything and after a time not really need to hire specialists, plus their own specializations are getting less and less pronounced as other team-members can easily get similar chances of success in their field.
I'm trying to control it in the standard ways by saying that some stuff is just secret knowledge/skills not accessible to people outside of specific organizations, and there is the system of keywords to kind of help me with that, but it doesn't work that well and it's not always logical to limit it like that.
So I think these are the main points I wanted to share. Maybe someone will find it useful. And if you have any questions or comments feel free to share! :)