gamewill
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A member registered Mar 07, 2016 · View creator page →
Creator of
Chuck and Herb, brothers in Uncledom, must use their skills in throwing & growing bombs to rescue their niece!
Role Playing
Asymmetrical multiplayer stream game for 2 to 2000 players
Enter the flying crypt to capture wayward spirits, build your deck, and defeat the boss!
Card Game
YOU CROSSED .RIP REAL GOOD AND NOW THEY STOLE GRANDMA'S TAXES! JUMP INTO CYBERSPACE AND GET 'EM!
Adventure
Inject your consciousness into the ACT-O-MATIC, a brand new star raking in rave reviews!
Summer Slow Jam 2022. A witch prepares for the achievement of her life, but will a new friend change her prospects?
Action
Play in browser
There's a goblin terrorizing Potionville and it needs to be spanked!
Role Playing
Travel to a forgotten park and discover its mysteries before it's too late
Simulation
A Belated Valentine Friends Gift
Interactive Fiction
Play in browser
A happy dog imp strolls through a peaceful graveyard in this visualizer, featuring music by Grahm Nesbitt.
A horse race simulator, featuring strange characters in a strange land.
Simulation
Play in browser
Recent community posts
itch.io Community » itch.io » Developer Updates » Bundles · Posted in Indie bundle for Palestinian Aid
PIGSquad Tabletop Jam 2021 community · Posted in Can I use scratch to make a game? (Scratch.mit.edu)
Thanks! If you need more prompts that would be helpful for an HM/GM like me, let me know and I can think of some specific examples I'm planning! I think what I need most right now would be ~
- Example of a "small, medium, and large" enemy "stat blocks"
- Example of how to apply "small medium large" enemies into encounters re difficulty: for example, being able to populate an area with many enemies vs one big enemy, or how to determine a "small encounter" vs a "boss encounter" - the D&D concept of "difficulty rating" is helpful there I think..! The Cord Collector and Guile are great, but they have pretty wildly different stats (especially Wound Thresholds) so I'd have trouble knowing how difficult they are without doing a lot of trial and error rolling dice with fakie characters by myself
- Example of enemies using "ranged vs melee" (or I guess in the scenario of Dead Halt, enemies being up front with combat vs using the environment)
Thanks for thinkin' on it!
Do you have any materials that might recommend how to adjust difficulty? I'd love to be able to make a small monster manual for myself that I can throw into any scenario when I run Dead Halt, but I have an unclear view of how to balance fight-based encounters without too many other enemies to model after (and considering what weapons my players could have) without a lot of trial and error. Any suggestions help, thanks!