Catch a typo? This is the place for feedback. Keep it civil.
Realm Atlas, p80: "and new exactly" --> knew
Realm Atlas, p91: Comet Strike has effects listed as 3-5 and 5 instead of 3-5 and 6.
Realm Atlas, p96: "An abandoned post where survivors is somewhere to the south." Feels like a missing verb between survivors and is. "where survivors fled" maybe?
Realm Atlas, p104: "passed the guards." --> past
Moved this across from Realm Questions as it is more feedback than questions.
I've got a bucket of feedback. Before I start, I enjoyed it - the theme was cool, and it was my first "one way clock". There were what seemed to be a bunch of errors however. This is what I can remember from the Stream
POINT 4 (ABANDONED ALTAR) - there's no details of the fight for the DELVE beyond the enemy card.
POINT 6 (ECLIPSE WOODS) - Ran into several issues here.
POINT 7 (STORM GIANT) - This was a cool fight, very different to the previous two Realm Lords. It had the feel of a boss fight which was very cool. Some other things that came up however were:
CARDS:The card for Sun's Wrath appears to have a typo in that there is a "3 - Move 1, Harm 1" entry and a "3-4 Move 3, Harm 1" entry.
Also - purely another taste point rather than bug - the Storm Rune seems very potent. I've not got a huge number of runes to compare it to but 5 damage once a fight to everyone on difficult terrain feels super potent.
Regardless of the bugs, I had a lot of fun with the realm. The most fun fight was probably the Rime Knight on the drawbridge which presented a meaty tactical puzzle and again ended in a fun "both of us go over the side of the bridge but I get the item" climax.
Realm Atlas (Fell Woods), Pg. 42: In the 1st fights flavor text, "flea" should be "flee".
Pg. 49: Fight includes Stalker, but card for Smasher is included instead.
Pg. 52: "You may claim your run" should be "rune".
Pg. 53: Not a big deal, but none of the additional non-runelord foes for the battle are included in this section. Might be nice to add them for ease of reference.
Flavour wise this was excellent, and the (relative) lack of fights, with all but one being single-opponent, was a breath of fresh air. One of the things we really appreciated was the LEARN actions providing hints about where to go - the Church leading to the Observatory and the Observatory leading to the Crater in particular.
The Protovoid Fight was a bit frustrating; the Blink power was punishing for the combo I was using (Drake Talon and Engulfing Flame spell have 1 move between them) but knowing that you could escape or just die and come back with a different weapon set mitigated that a little... or they would have if I hadn't been very worried about wasting actions given the limited Realm Clock. In the end I only won the fight by using the Draco rune when the thing teleported from A4 to D1 and I'd had enough of slowly walking towards it.
Likewise the fight in the Observatory was fascinating, but luring the Azure Comet fellow round the permanent terrain until I was ready to rush in and beat it to death lead to a certain amount of lurking in a corner while it healed itself. I don't know if it's intentional, but Azure, First Sign has a major weakness; once you are adjacent to it, it can't hurt you. As long as you generate at least 1 Move each turn you can *stay* adjacent to it thus preventing it attacking (as it only attacks at range 2 and 3, and only has Move 1).
The Comet Strike spell appears to have a typo - the dice ranges for it's powers are 3-5 and 5.
The limited clock added real tension. We we picked up the Void Blessing we had some serious decisions about whether to duck back to get the boon or push on and explore points 6 and 7. Unfortunately the tension was a bit undone when we discovered that if Anfel beats you, you have another six segment clock. But Anfel didn't beat us so that was fine.
The Anfel fight unfortunately just didn't seem to work. There's a few things about it. Just to be clear before I start, it was conceptually fun and captured a real spirit of a Final Fantasy boss battle complete with choral music and lots of expensive SFX
The realm was great, bursting with falvour that really put me in mind of the old 4e D&D evil stars (one of my favourite bits of 4e), with a nice cosmic horror-without-tentacles feel, but i felt the Rune Lord fight let it down a little.
The -1 move penalty from the dying curse in Grim Coast feels really harsh because with the limited starting gear you have it can result in frequent cases where combat results in auto-fail. Basically unless you are using the axe (where you have to have dice roll where you can use a 4) you are limited to movement 1, so essentially you are inert. Meanwhile there isn’t a single fight that doesn’t have an enemy where the range is “same”, meaning they will try to move to the same tile as you. Since you don’t have any equipment that can do damage to same, this means you are dead without recourse. I think this is kind of exciting occasionally, but the problem is the curse distribution of 1-3 i.e. 50% chance of getting that penalty. I just went through a situation where I rolled a -1 move curse five times in a row, and it got pretty tedious not having much of a chance to succeed in combat, which is already pretty tricky even without the curse. I think it would be better to have a different distribution, where the move penalty only comes up on a 1 or a 1 and a 2 maybe.