For the Good Finale do characters get to add a stat to the roll or is a straight five or more roll?
carnel
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In Solo mode have you had any thoughts about surrender or retreat options?
Rolling Stat versus Monster Difficulty (+1 for each additional opponent) feels superficially fair but I think there needs to be something about the monsters pursuing the party if they are left with no opponents, i.e. the party are fleeing the dungeon if they all retreat.
I also have a question about how damage wagers are meant to work. Do you give up one bonus die for each wage reducing the total bonus pool until you're down to 2d6? Or do you trade 2d6 for the wager each time?
Do overwhelming penalty dice stack or do you take the highest value like with bonus dice?
Why is there no XP (or other kind) of reward when a player withdraws in a Power challenge. Mechanically it feels like you should always take the roll and the XP. Given that a failed roll may also generate XP it feels more logical that the XP reward should be for withdrawing. I'm curious about the rationale here.
I'm really intrigued by the premise you're using here. It's like a more upbeat version of things like "Belly of the Beast" and I love the idea that by default you drift into the "past" with all the relics and ruins that have been abandoned to their fate; it's a great metaphor.
Look forward to game outline appearing.