I'm obviously quite pleased how BESM 3 turned out. As our swan song, it's pretty spiffy.
There are some aspects of the new game that I just adore, though, and I thought you might like to know what a designer feels is important about his game:
Probably the best part of the new game. All bonuses/penalties/target numbers now follow the progression of ±1, ±3, ±6, ±12, ±18, ±24. This unification cuts down on too many rules and exceptions.
Sizes and Modifiers
As mentioned in an earlier post, sizes now make much more sense and are much more elegant than before. Nuff said.
This is such a great addition to BESM, but it's quite unfortunate that more about it might not see the light of day. I had the general concept of what I wanted, and David wrote some great stuff that completely captured the concept. It's tasty.
Although I initially didn't see the need for rolling high, after the mechanics took form I fell in love with them. Much, much superior to what I created in BESM 1.
Standard/Custom Variables and Restrictions
First, these customisations a much better implementation of PMVs from Silver Age Sentinels. Having each Attribute function as written was a huge improvement. Almost as big an improvement was the reorganisation of the chapters to segregate customisation in a separate section. Chalk that change up to great playtester comments. The entire customisation of the baseline simply rocks now.
Weapons and Damage Multiplier
David takes credit for this one. [Weapon Level x Damage Multiplier] is brilliant. A vast improvement over how sloppy we handled some aspects of weapons and damage in BESM 2. Everything flows much more smoothly now.
Skills as Attributes
Making Skills just like all other Attributes was logical, efficient, and easy. Rather silly we didn't do it that way to begin with, but the Point values wouldn't really accommodate it in BESM 2.
Amber and Anime -- two great flavours that have finally come together. Don't worry if you don't understand what this means.
The way it's supposed to be written without any of that hand-holding shit that I wrote the first time in SAS. It's a mature role-playing tool for mature role-players. If you don't "get it" when you read the description, then it's not for you.
Making all non-character things simply cost one-half is a spectacular time-saver and cohesive container Attribute. No categories, no fiddly rules. Much improved.
Skill costs vary by Genre
Loved this idea when we first came up with it, and I still love it. A great system mechanic that reflects role-playing, rather than the other way around. I don't know of any other game that does it.
Not an essential component of the game, but really handy for introducing the game to beginners. Would have been a godsend in supplement creation. And it helps reinforce the Metamorphosis Attribute. The Power Templates finally help magic click for me too ... which was one reason we never really addressed magic much in any BESM 2 supplement (I couldn't figure out how I wanted to do it).
Finally: and explanation that proves how deadly BESM can be if you want it to be. Take that, realism critics!
It's great to finally have an extensive list of weapons, armour, and misc items in one place. Great for many genres.
Layout and Graphic Design
Big time Kudos to Adam. We have established a high standard for ourselves regarding graphic design (BESM 2, Tenchi Muyo, Silver Age Sentinels, A Game of Thrones), and Adam certainly proved himself up to the challenge. An excellent design that reinforced anime 1000%.