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At first I was intimidated by the size of the pdf (and it's table of contents), but after looking it over, all your sections are laid out very well and full depth. 

I really liked the "generators" and optional damage-mementos. They really help give clear examples on how to use this system, and they're fun to just roll and see what happens (in a vacuum).

Also THANK you for having "Schrödinger’s Gear" baked into the system. It solves one of my least favorite interactions in TTRPG's: convincing the DM/GM that "I eat some food... oh course my kitchen has food... what do you we didn't agree on it before the session?!" 

My only confusion is why a character gets more RP and CR for having lower ability scores (the debt being tied to CR makes sense, but is a weaker character more financially trustworthy?) 

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I used to love making long equipment lists and spending a lot of time in character generation choosing gear, but I don't have time for that now. I want to minimize the chore of chargen before we can start the game and Schrödinger's Gear is one solution I've come up with.

The CR link to abilities is a compensation mechanic. The weaker characters get better gear (a headstart on the arms race) so they'll have more equal chance of surviving despite lower saves.

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I see. Great solutions then!