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(1 edit) (+1)

I felt that there needed to be a range for the wizard to shoot for. With the fighter and the assassin there is a clear “target”. Get close to the monster, but don’t touch it. 

The wizard it was trickier, since they were at range with no clear “marker” to shoot for.  I played with a couple different distances to shoot for, and settled on giving the wizard a 1inch range band to fall within.

also just realized that 4.4 is a typo on my part. Should read 4.5… 

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Speaking of subtraction, you might have been able to reduce the clock face to a hex and only use a d6 instead of also requiring a d12. Otherwise it's a neat little coin flicker/dexterity game.

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ooh, I like that idea. I was trying to figure out a way to do a d6 for movement. I discarded the 2d6 idea since it would rarely result in a 2 or 12, and never a 1. I didn't think about the hex system.

If you wanted to make it a little less restricted, you could have the hex movement be relative to the rolling player, and just work through the players.