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(1 edit)

Great game which can be used as a base for many other games. I like the combat procedure and the way enemies are being created. That's very cool. Thanks. However, I have a question regarding "Boss weakness". You need 3 clues, OK, I got that, however, when do you roll the d20 to know the boss' weakness and what's the point? I mean, once you know 3 clues you do 2 x damage, regardless if you roll a d20 with "Fire/Ice/Poison" or "Eye damage" (whatever that means). If I understand the rules correctly, all you need to do is to "convince" the NPC with a wisdom role to "provide" you with a boss weakness.
Am I being misguided by something?

Hello! The clues at their most basic are just a mechanism to give players something to do in a room outside of encounters, NPC's, traps or if it's empty. Once you collect three clues, then  you can roll d20 on the boss weakness table to see what the weakness actually is. The table are just a table, so if your adventure makes more sense to have a specific weakness then go with that.

"Eye Damage" means hitting the boss in the eyes. 

"Fire/Ice/Poison" means one of those (player's choice or roll) is the weakness, not all three.

Once you know the weakness, then only by exploiting the weakness do you do 2x damage. So if the weakness is eye damage, you have to during the battle somehow hit the boss in the eyes.

NPC's cannot tell you the boss weakness outright, they can give you a clue though.

Thank you for your kind explanation. Would love to see a version 2 of Harpers Quest with extended content (Harpers Quest 3?). This is a neat all-in-one rule set which I also like to play with my wife, not only solo.

Thank you! I am going to hopefully pump out some more content this year and then maybe do a big compilation or something.