I see, thank you for your reply. Good luck with the final book. o./
blankd
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I say this not as a knock to the writing or the presentation which definitely has a lot of love and heart put into it, but are there any plans for a quickstart or "dressed down" version of the rules for the GM side?
The flavor is excellent but an official quickref/cheatsheet will all the rules in a concise source would be wonderful. (For example, In this demo, as far as I can tell, Harm resolution is only described in the player book, not in the GM book.)
Thank you for reading and congratulations on the KS!
There's nothing to apologize for, it's an excellent and accurate review, thank you for taking the time to make it.
Since you acknowledged Argeth's comment, I'll assume you have also seen my reply so I won't repeat those points.
I can only hope that a future update will earn it another chance when the appropriate fixes have been made. Once again, thank you very much for taking the time to make such a detailed review.
Thank you for taking the time for feedback!
Playtesting was indeed messed up, partly due to a too late understood difference between how 'battle play' vs from the game itself, and time of course.
I have been continuing to work on the game post submission deadline and will be posting a link to a gamepage with an updated game after the voting period is over.
-Using an item from the map menu will close it due to how RPGm handles common events. I have included a respective plugin to get around this, however I still need to test for any unforeseen interactions elsewhere.
-Tactics that are skills (at this time) do not stack, but passives do.
-In general, text is going to be moved around to facilitate a more intuitive playing experience in terms of mechanics.
-Reviving from poison damage is incredibly bizarre, I'll investigate that ASAP!