I liked the new Era, I liked the wholesale destruction of the setting. Post apocalypse / rebuild. But thought it was (as designed) Twilight with lasers & Ships, and more complex than T2K 2.0.
It's not so much to me that rules don't matter, it is that gaming (almost exclusively) by dice roll is not my idea of storytelling / Roleplaying.
"You need a 10, roll it" and move on.
"You PC has 3 levels of Streetwise. Yeah, your PC has heard of the dealer you need to contact." No die roll.
PCs talk to NPCs. If they sound intimidating, the NPC is intimidated. No dice roll.
Whatever needs to happen for the story's dramatic impact, happens.
The half die of T4 never bothered me.
Back in the day, I used the AD&D d20, d8, etc. like everyone else, and the MT 2d6 V target, and FASA's % for their Trek. Handfuls of d6 for SWd6, and handfuls for Last Unicorn Trek.
Over the years it just came down to:
- Challenge the players to the utmost of the character's capabilities at the adventure climax.
- Sometimes they get wounded, if they are not careful.
- Every character dies, eventually. Hopefully, they left progeny, or a dramatic life behind them.
TNE did that well enough. I figure tell the story, and don't get lost in the mechanics, since firing a gun is a series of noises, and recoil, and a bad guy falling down, not "Crossreference the wind, the angle, the lighting his cover, your exhaustion, your adrenalin, and the fly in your face, okay roll."
I've played games like that, and hated them. Especially 3rd ed seems to have all kinds of lookups, and chart references in the name of "realism".
My TNE game was full of fast action, as was my Twilight game.
Lately, though, I've been using TSR's Alternity. (Though not in a TNE setting). Many people say that game died because of the dice system. Not around here.