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That's a good point! Our game is about as lethal as the average OSR product. We wanted to enable character survivability through mechanics (qi abilities, reactions, armour, etc.) and table interactions (player-first initiative, player-driven initiative orders, and player strategy). The next two classes we're working on will include a physician that, at the moment, will have a lot of abilities associated with adding/removing statuses and augmenting rests. One thing that is not in the quickstart are guidelines on encounters. Because the world is meant to feel deadly, the players are meant to learn that not every encounter is meant to be solved with violence. 

As for starting HP, I think a good rules amendment would simply have it that 1st level characters start with maximum HP