moose_salesman

@moose_salesman@lemmy.world

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moose_salesman,

Thank you! I had to make a lot of concessions, and I notice a few errors because I’m so used to the rules speaking to the player, but it was fun. Quite weird however. Some things I want to add is a map, a character sheet, a few common enemies, treasure, and maybe a table of goals/quests that get harder depending on your average ability score.

moose_salesman,

I’ll definitely need to clean it up, worked on it in a rush to get what was in my head to paper. Thanks for the feedback!

moose_salesman,

Oops! I’ll change that.

moose_salesman,

Excellent feedback, it’s incredible how much falls through the cracks without proper playtesting and dilligent proofreading. It’s clear I’ll need to find a balance that allows for rules and flavor to mix this way.

Here are my thought processes for your questions, which I will clarify and fix in the next passthrough:

  1. In my head, defining “p” as polyhedral seemed sufficient to let the player know they need a d100, which can be used as a d10 or d5, but that definitely needs clarification.
  2. Your assumptions are all correct, which is what I was hoping for the player to do, but that’s not very rules friendly! I struggled on this page to fit what I needed and will have to retool this… Along with armor which is very barebones. This part was definitely rushed to page.
  3. The maximum charges should be determined on find, and the astrologer can increase that maximum. I’ll have to make that clear. The player gains levels, and is only mentioned once in the class section. I need to add a caveat that 90 is the maximum for each ability score.
  4. Oops. Another blunder there.
  5. I like the 100 system for the granularity, as you are working to build up a particular skill to advance to the next “tier”, but I’ll have to see how it fares in play.

Thank you so much again, the two hours of work really show in these mistakes and I’ll need to correct them.

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