I've been using Combat Companion for a while now, and I would like to share some thoughts/opinion about it.
What I liked:
- the new armor rules: reducing skills needed for armors to one was imho a very good idea. The AbtP rules are a bit complex (expecially when you try to figure out material/magical bonuses for single armor pieces) but I liked them, as they fix some of the problems of the old AT rules, in addition to expanding characters' options regarding armors.
- combat styles: I really liked how the new maneuvers expanded tactical options during combat for all characters (we had mages blocking attacks with their staves, fighters going from defensive manuevers to all-out attacks using killing strike etc, depending on the situation, archers aiming at their targets using the brace maneuver, and so on... my players really loved this part of the system!).
Combat styles also fixed other problems, like some unbalance issues we had with Adrenal Defense and the old MAC division between Basic/Advanced styles.
Plus, IMHO the weapon division into groups is much easier and makes much more sense than any weapon catergory.
- condensed combat tables: quick and easy to read! I'm starting to prefer them to normal "single weapon" tables from Arms Law.
Where I think it could be improved:
- Maneuvers: I think that they're a good concept, but imho they should be free, every character should be able to attempt them with no penalty and with every style. Linking them to single styles cause some problem (expecially beacuse they raise the final cost of the style): for example in some situation my players wanted to try a particular maneuver (like feinting or disarm) and telling them "no, you can't because it's not in your style" felt a bit constraining, expecially in a system as RM, where usually you can at least attempt to do anything.
- Maneuvers (2): some of the maneuvers (disarm, for example) used different mechanics in their resolution (for example man. roll plus resistance roll, plus maybe some modifier to OB). I think that this is a bit awkward and that it can be confusing, using only one mechanic to resolve them would imho be much better.
- AbtP: as I said above, they could be probably made a little easier.
- Combat tables: I think they carried over some of the old Arms Law tables problems, but I'm mostly talking about the various "status" (stunned, KO, etc...) causing some confusion on what is needed to heal them and I think that without a complete revision of criticals' nomenclature this problem cannot be resolved.
Also I think that the chapter about using them should have made more clear that flavor text in criticals entries is just flavor text, and that it should be taken only as an example.
What do you think? Any other impression/suggesition on CC??