Very good work. Exactly as wordy as it needs to be, well organized, well written, and of course, a cool little dungeon. I also do like the floor layout. and design.
jon-z-skiks
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This is a fun idea for a class that needs more work. The notion of a bold and brave cavalryman who laughs in the face of danger is a fun design. With that said, there's two specific gripes I have, and an overarching one.
1) What does having a mount do? What are the restrictions? What are the benefits? Can the mount die? What kind of checks do you need to make for the mount (does it check morale, for example)?
2) Being able to give yourself advantage on a Sworn Enemy is a nice idea, but is there a limit to being able to do this? Can I make a new enemy instantly after defeating another? Advantage is a VERY big boost, so being able to constantly apply it to a foe feels OP. At the very least, specify being able to do it, say, CHA times per day, and then the 2-talent adds to that count.
Finally, this class feels like it amounts to getting advantage as often as possible. Instead of encouraging a specific tactic or playstyle, it just puts the odds in its favour in more and more scenarios by just declaring it. Again, the theme for the class is cool. A bold knight with a noble steed who is compelled to strike down his enemies is a great fantasy. The gameplay mechanics to fulfill it now need to be fleshed out to be clearer and more nuanced to play with.
This is kind of an odd one to judge. Mechanically, this almost exists in a vacuum, and could be attributed to any fantasy TTRPG with 6 ability scores and that general rate for gold. However, this is very well put together. The rules seem solid and have a comparable cognitive load to base shadowdark, maybe going a little more convoluted at points.
Also for general feedback (I'm not counting this in my grade), the rules read as if they assume the audience is familiar with TTRPG warfare mechanics. It didn't totally click how battles worked until page 4, so everything before that lacked context. I would put the battle mechanics first and elaborate on how it gets set up and can play out.
I omitted a recommended level because I do not feel familiar enough with Shadowdark to really gauge difficulty, and I focused a bit more on making something interesting. After reading through some other entries and familiarizing myself with the system, I would probably consider this good and fair for a party of level 3 characters. Lower levels should still be playable, albeit, with a kind of brutal difficulty.
This is a fun little setting, and I do appreciate the couple of ways this incorporates Shadowdark's mechanics (mainly the Flickari being able to provide light once per day). Unfortunately, it feels like a setting made for its own purpose rather than something intended to be played with Shadowdark.
This is very inspired and well thought out as a setting, but for Shadowdark, it does not pull me in. IMO, this should be expanded upon as a system neutral setting, or expanded upon more deeply with a specific system in mind. As an initial rough draft though, there is a very fun idea here, and I hope you make more iterations of it.
As someone who likes overland travel and natural hazards, this is *chef's kiss*.
My one criticism is on the blizzard weather condition. I would like it to be clearer if blizzards force the con check (or not) even if you are wearing a snowsuit. That was one part that felt subtle enough to miss, and would be worth highlighting.
Otherwise, this is a great supplement with a little bit of everything. It perfectly fits the mechanical load of shadowdark, and every part of this feels inspired. I was excited to read from one page to the next.
Fantastic work!
Very solid and quick dungeon. This is a lot wordier than I would expect for it's brief length, but it makes it very detailed and clear to run. It is also general enough that it can be fit into almost any campaign.
It's extremely simple and rock solid, which can be a positive or negative depending on the type of game being run. Regardless, this is very well written and executed. Nice work.
Very solid and quick dungeon. This is a lot wordier than I would expect for it's brief length, but it makes it very detailed and clear to run. It is also general enough that it can be fit into almost any campaign.
It's extremely simple and rock solid, which can be a positive or negative depending on the type of game being run. Regardless, this is very well written and executed. Nice work.
This is genuinely fantastic. Its a great setup for a campaign, and I love how you gave a simple quest, and left a bunch of bread trails that should lead there. The expanded Hexcrawl map and followup prompts are just gravy.
There's a good chance that if I can convince my friends to try Shadowdark, I'll use this as the prompt for the larger campaign.
I like this a lot. A nice, simple setup for a hexcrawl. I like that this isn't too wordy. The encounters that are provided are nice inclusions, but this does feel like it's leaning on GMs adding other modules to fill it out. Still, the Hexcrawl alone looks fun to play in and should provide lots of variety. Nicely done.