That sounds amazing! Really glad you're having a good time with the game.
gregor-vuga
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Hi, yeah, the NPCs and PCs don't really follow the same rules and the game is discouraging combat for its own sake, so it's always supposed to be dangerous. The PCs do have Luck on their side though, which should generally get them out of a bad spot when necessary. I think having untrained/wounded or otherwise disadvantaged NPCs roll two dice and pick lowest is a valid call though. A lot of the combat rules are optional toggles anyway.
Hi,
the intent is that there's no minimum damage, but all weapons can theoretically deal enough dmg to bypass armour if you roll enough sixes on your mighty blow.
I know that's pretty brutal, but I wanted an armour system that was "realistic" and "unfair" in the sense that if you only have a dagger and you're facing someone in full plate, you should probably reconsider the situation rather than trying to stab them.
Hi! I haven't done another print run because I've been tinkering with a second edition behind the scenes. I can't say when that will materialize (the ballpark is sometime next year), but until I have a clearer idea of where I want to take the game I have no intention printing any more copies of the first edition.
They are really quite interchangeable as far as their result goes, and it's mostly a flavour thing regarding the action and description. In my head, Awareness can be used for a more general awareness of your surroundings and situation, while Notice is about spotting odd details that stand out.
Or if you want a more technical definition, Awareness is a "save" roll that the GM can call for when the PCs are heading for a disaster ("So you just wander into the tomb? Ok, anyone got Awareness?") and Notice is a "move" roll that the players can call for when they want more information ("Do I notice anything strange about him as he says that? Is he lying?"). If that distinction doesn't make sense, you can conflate the two without any complications.