My go-to rule with attack rolls is whoever wins hurts the other. This goes even with ranged attacks. Two gunslingers fire at each other, whoever wins hits the other.
The only time a ranged attack wouldn't risk a counter-attack is when the defender doesn't have a ranged weapon to defend with.
Clover Mouse
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If ya wanna see more deets, check out this blog post!
https://www.clovermouse.com/post/what-i-ve-been-doing-wizards-of-the-jumble
I'm doing this:
You live in the Jumble. Innumerable worlds tangled together. Close by is a labyrinth forest filled with ghosts and giants. Beyond that is a tangled nest of solid clouds, where lightning laughs at passers by. Beyond that is a walking titan of stone, a living castle that is home to thousands. Beyond that, literal wine seas, a holy land built on platforms of fangs, and further on a land of masked thunder lizards and treasure. The wonders streatch on for eternity.
Most however, choose not to travel far. There’s stability in a town surrounded by walls and populated by friendly faces. A quiet life of collecting stars in a lake is all most need.
Not you. You are a Guild Wizard, blessed with power and charged with adventure. You’ll take on jobs that would ruin even the strong. You will travel. grow, and win friends. Your guild is insignificant right now but in time it will be the pride of the Jumble. That is, as long as you’re brave enough to step out that gate.
I'm tweaking the setting I created with Near Hallow Gods (https://clovermouse.itch.io/near-hollow-gods) as something for Ironsworn.
I'm also adding a high level of wizardy and powerful magic.
Expect:
New Locations (and Oracles)
New Assets
New NPCs
All with a wierd, arcane flavor.