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(2 edits)

Love the feedback thankyou. Having fresh eyes to do the little work helps a lot.

I was toying with 6s counting as 2 successes but as I was limited with time I decided to keep the system quite basic and just get a game completed. I've found that during play you won't see much difference. By using high number of dice players will have a greater number of passes and successes which will add to the wildness of the game. Which is what i was going for. Making the dice fail a lot at the beginning would be too dull I think and having the current system where power is unpredictable is what I wanted.

I'm not sure what you mean by the last hp is all that matters. All your health is important.

 Being able to move is important but ultimately standing still and casting spells is exactly what a Wizard would do. You need to find the right position and stay there. Up to you how meta you wanna be with that. I wanted an early detriment that wasn't really that bad, hence the low movement. Which still allows you to flee a horde of critters for instance.

I do get that the Aether Influebce could be worse, I didn't want to take away too much from the fun, while still sticking to the theme.

I love the idea of Aether adding a bonus to your cast rolls so if I rewrite the rules I'll use that in some fashion.

Thanks loads for the detailed feedback there's a lot to think about here.

Oh and editing in - I don't want Range to be a thing. If it was a battlefield sure, but it's in a pub so everyone is in Range.

(1 edit)

Only the last hit point matters is a saying about how broadly hitpoints X through 2 are identical, as a character doesn't die until reduced to zero health, so only the last hitpoint matters. I first saw it used in MtG, as a mantra to not worry about health so long as you can kill the other player first. That would be why I noted that 12 HP is still outside instant kill range. Under the system as it stands, I think the maximum instant kill is at 10 health, which would be a wizard surrounded by a golem and 3 illusions, all boosted with mage hands. Practically speaking, I'm pretty sure the maximum instant kill in normal play would be about 3-6, making those the 'last' hitpoints.

True, but then you need to balance between striking the Wizard and killing off minions.

There's more nuance due to such a small, what we could call, Kill Zone. Wearing a Wizard down to get them to the Kill Zone is important, but so is managing the minions, both the enemy's and your own.

I tried to balance between, feeling like you can achieve stuff and do damage, while still keeping the game longer than a couple of turns each. I feel like i'm close, but I agree there could be a little more danger in making the wrong move. But I was also keeping the theme in mind.

I'm loving this chat btw, thankyou for this discussion!