Thank you for the clarification!
Karl_Knopf
Recent community posts
This may sound odd, and even power gamey, but how do skills apply to contests? I only ask because you yourself mention in the pdf that contests are partially made to simulate (non lethal) combat in the game and I wanted to explore that, but it wouldn't be fun to build a competitive fighter if skills did nothing, or close to nothing in contests. Also you referenced showing off skills in contests and I wanted to ask you if you didn't mean skills as defined by Iron Valley what did you mean? Also, I did consider just playing Ironsworn, but I like to tinker, and I feel more confident making Iron Valley skills, than Ironsworn assets.
What dose leveling up do? It is never explained. Also how do aspects and skills factor into rolls, or am I misunderstanding what they are for?
Update: I think I figured leveling up out, from how you worded making enemies later in the PDF, you increase one or all of your aspects by a certain amount right? Like 1d6 points?
I am notoriously fickle and prone to changing my mind, so no guarantees on how long this series will last however here is the link to my first "night" of play. https://karlknopfstorys.blogspot.com/2024/02/night-1.html My commentary is in a different font from the actual narrative. I believe it will be self evident which is which. Also, I am a little worried the paragraphs are too long, so any pointers on how to make this post better would be greatly appreciated.
I'm confused, how dose the detriment rule apply to damage? It says it dose but doesn't explain how, at least from what I can tell.
Are you talking about negative damage, as in healing? If so is DM fiat the only thing keeping someone from making OP healing spells? I know this system isn't strict about balance, but still...
Or do you mean damage that hurts the caster and maybe even their allies? That makes more sense.
Just a heads up, but on the size table where I presume it is supposed to say teen it says tini. Otherwise I absolutely love it! Also, could you please clarify the mutation rules? On the size table each size has one more mutation then the last, but in the rules for evolution it says to roll twice on the mutation table every time your creature evolves.
Hello, solo player here with some feedback.
I really like this RPG's concept but I also LOVE free-form magic, but I have noticed with this system if you make your character a spell-caster it leaves little room for anything else skill wise. For example why build up your strength to lift that rock when you can just lift it with a telekinesis spell? It gives your character very little room to grow and evolve as they level. I know I could just play in a setting without magic or as a magic-less character but I hope there is a better way, one that doesn't involve bogging down this sleek system with tons of rules, as that would obviously defeat the purpose of it's design.
Do you have any insight on how to fix this problem that I'm just not seeing?
Thank you for your time.
UPDATE!
I've got it! Spells as traits! Have your character start out with two small spells as traits, than over the course of your adventures as you master them and get more, you get bigger and better ones! I hope this is a good idea, because I think this fits in with the intent of the game quite nicely!
I get spawned off the map and have this error message:
Exception
IndexOutOfRangeException: Index was outside the bounds of the array.
Vegetation.calculateGrowthStep () (at <0038255cec434db5aa2c2d8f5a18cd4f>:0)
Vegetation.setUpVegetation (WorldTimer worldTimer, Timing.TimeCounter creationTime) (at <0038255cec434db5aa2c2d8f5a18cd4f>:0)
ChunkTerrain.setupVegetation (UnityEngine.GameObject vegetationGameObject, Timing.TimeCounter creationTime, System.Boolean initCreation) (at <0038255cec434db5aa2c2d8f5a18cd4f>:0)
ChunkTerrain.setupNaturalObject (System.Int32 objectKind, UnityEngine.Vector3 objectPosition, LandscapeGenerator.TerrainOutput terrainOutput, System.Boolean isVegetation, System.Single objectScale) (at <0038255cec434db5aa2c2d8f5a18cd4f>:0)
ChunkTerrain.instantiateWorldObject (LandscapeGenerator.TerrainOutput terrainOutput, System.Int32 z, System.Int32 x, System.Single finalHeight, System.Single objectScale) (at <0038255cec434db5aa2c2d8f5a18cd4f>:0)
ChunkTerrain.calculateTerrainPoint (System.Single xGlobal, System.Single zGlobal, System.Int32 xLocal, System.Int32 zLocal, UnityEngine.Vector3[] importantPonds, System.Boolean chunkContainsRiver, System.Boolean realPoint) (at <0038255cec434db5aa2c2d8f5a18cd4f>:0)
ChunkTerrain.calculateOneZRow (System.Int32 z) (at <0038255cec434db5aa2c2d8f5a18cd4f>:0)
ChunkTerrain.initialize (System.Boolean useCoroutine, PlanetHandler planetHandler) (at <0038255cec434db5aa2c2d8f5a18cd4f>:0)
PlanetHandler.activateChunk (UnityEngine.Vector3 newPosition, System.Boolean useCoroutine) (at <0038255cec434db5aa2c2d8f5a18cd4f>:0)
PlanetHandler.createAllChunks (UnityEngine.Vector3 position) (at <0038255cec434db5aa2c2d8f5a18cd4f>:0)
PlanetHandler.updateChunks (UnityEngine.Vector3 position) (at <0038255cec434db5aa2c2d8f5a18cd4f>:0)
PlanetHandler.Update () (at <0038255cec434db5aa2c2d8f5a18cd4f>:0)