It has the promise of a fantastic setting, but I feel it makes some missteps, and the rules take a fumbling stab at elegance and end up putting a hole in their own foot.
Personally, I'd see that more as "wanted to like it, but the game wouldn't allow him to" rather than "going in with the objective to hate", but I suppose that's a quibbling matter.
Funny thing about the new words though, the word for dust in the ninth world ("drit") is very close to the Norwegian/Swedish word for "shit". I can just imagine some wealthy merchant yelling at their butler "Esnafrap! Start shitting the furniture immediately! We've got guests arriving shortly, and we can't have a layer of shit covering the table and chairs!"...
As for the armor, it's one thing that heavy armor causes penalties which are lessened by having proficiency (most systems will have something of the sort, if they have armor), and it's another thing to say that one of those penalties is that wearing armor apparently stabs you every hour on the hour.
Like, I get it that it's supposed to model exhaustion caused by wearing encumbering gear, but since Might also represents hitpoints (along with everything else representing hitpoints), it also means that anyone without "practiced in armor" while wearing medium armor is in fact getting attacked by an armor-piercing light weapon every hour. Which is... Weird. Glaives can wear medium armor without dying, but heavy armor comes equipped with an armor gnome that will still nibble on your nipples every so often.
The penalty to speed rolls is already a not-insignicant malus, but the fact that you could slowly murder someone by putting them into a suit of heavy armor is... Well, actually, that sounds like an absolutely hilarious way to interrogate someone.
Maybe it represents the agonizing pain of wearing chainmail and having it pluck all your hair every time it moves? Sure, why not. (The reviewer also says that he's being a bit unfair and that it's just "bad", not "completely horrible". I'm not sure I agree)
As for free-form skills, I absolutely do not like free-form skills. The book even highlights one of the major problems a system like that can lead to,
as a suggestion. It's a lot of the same issue that 13th Age has with backgrounds, but to a (mercifully) lesser degree. You're giving players the choice between "I'm Batman" and "I can fix left-handed watches on the fifth of May", and leaving it entirely to the players to not only formulate a genie's wish of a skill so that it can apply to as many things as possible, but then also argue for every usage of that appropriately-vague and vaguely-appropriate skill.
It leads to arguments and animosity, is what I'm saying. Don't do it in a serious setting (which Numenera purportedly tries to be).
The "adjective noun who verbs" thing is a matter of semantics.
Yes, character creation is as "simple" as picking three words, and you're done! ...except that you won't have a clue as to what that character actually does, and it won't necessarily
work unless you do go through the business of reading all the instances in each category and then checking them against one another; in which case, is it really that much simpler than another system? It claims elegance and brevity, doing away with the mess and clutter of those
other character generators... And then all it does is just clump the clutter together into larger chunks. So, yes and no.
For Glaives being boring, one thing is that they're boring, the other is that they're exclusively focused on one specific way of handling one specific problem (namely: Fighting monsters when there are monsters that can be fought)... When the other classes can also be pretty good at that one way of handling that one type of problem, while also having other options available to them. It's not "Why is there a combat class if you don't get XP from combat", it's "Why is there a class that can only solve combat problems when combat problems are not the only (or biggest, or even most common, all depending) problem you'll encounter".
Sure, one could argue that with the appropriate edge and pool,
anyone could solve a given out-of-combat problem... But Glaives don't really have any abilities that can be interpreted to apply to out-of-combat usage, while Nanos get a buttload of utility and Jacks can steal their share from the Nano list. The only thing that's really jumping out at me is Successive Attack, which if you can argue for it,
might let you solve a problem where there are two far-away buttons that need to be pressed within a couple seconds of one another in order to progress. Or maybe you have an easy-going DM who's willing to interpret one of your many "do slightly more damage to an enemy" abilities as "lets you break a door down slightly easier". Which doesn't really make much sense for a fair few of them, but beggars can't be choosers...
And Nanos with all their "utility and other stuff" focus... Are also just fine tearing shit up in combat encounters. Which makes the Glaive's exclusive specialization mean a lot less.
Going into Verbs...
Also I think it's funny to note the reviewer whines about everything using init, whereas previously he was whining about everything hitting strength. Almost as if one was pseudo mana and one was pseudo health. Hummmmmm...
But this is the issue though, it's not pseudo-mana and pseudo-health. They're all pseudo-mana
and pseudo-health. So the strongboi who specializes in strength so he can take a beating fitting for his specialization and also expend his might on doing might-based things, is going to find that most of the Verbs don't really apply to him because the majority are intelligence based for some reason. Even though there are some pretty big precedents set that would make you think that you'd use might to do might-related things, and speed to do speed-related things (whatever that's even supposed to mean)... But that's not really supported by the Verbs, which despite being applicable to every character type, are primarily focused on intellect-based casters.
Like, there are even Verbs that let you use intellect to boost or supplant might/speed entirely, but there's no "quick thinking" or "percussive engineering" to let you do intellect stuff using your speed or might. For an actually interesting mechanic that's supposed to give you lots of options, a fair few of those options are "be a mage, stat INT".
The combination of this and how most enemies (and probably a lot of random occurrences as well) do might damage all adds up to might-based characters improving and focusing on their might pool not so that they can use it to do interesting things, like the other pools can do, but to just be able to survive more hits. You're playing a sponge. Boring, not a lot of career options, just there to stand around and suck it up. That's why "all combat is focused on might, all options are focused on intellect" is a problem.
Heck, even speedy characters don't get a lot of goodies in the Verb list. Which really doesn't make sense, but then again "speed" in general is kind of an odd spot.
As for connections, the reviewer actually quite likes the idea of connections... The problem is that several of the connections offered up in the Verbs category are
exclusively and painfully detrimental, which is a big problem. I also feel that having set, specific connections tied into backgrounds is a bit clunky and predictable, especially when every character gets one, but I think that throwing a random tie-in here or there can actually be quite interesting and can help parties interact with each other more often and in more interesting ways.
I think the reviewer really lays into the minutiae precisely because there are some legitimately good ideas buried in there, but to get at them you have to go through
every other damn thing that's slowing the system down. Intrusions are a mechanic that could be turned around to do good things, but the way Numenera goes about it is horrid (the reviewer actually likes the "player keeps 1 XP, gives 1 XP to other player because whatever" system, while I immediately skittered away from it). I actually think stat pools can have some merit, but I also think that Numenera's handling of them is a bit clunky. ...they're also technically not the only ones (or the first ones) to have a system like that, as the eternally terrible
Superbabes PP mechanic is fairly similar, while being attached to an even worse RPG!
The exasperated nitpicking comes from a position of trying to be open to a system,
trying to like it... And being slapped at every turn by something or other that simply doesn't make any sense.