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I like this a lot!

So much so in fact that I want to run a long-running game in it. My only worry is the Path tracks. I kinda want the game to last more than 3-6 sessions without losing characters permanently. Do you have any recommendations for the length of extended paths? or a way to use them for things other than removing characters from play?

I finished the Chinese translation for my friend

If you need it

没想到居然这个规则还有人翻中规,请问能分享一下吗?

你想辦法私我

itch貌似没有私信之类的,能分享一下网盘之类的,我下载之后再删除评论这样子?或者你有推之类的我去私信你也行

@k30608k

(1 edit)

「When you spend time gathering supplies from a significant location, gain 1D worth of Tinder. After defeating an enemy, you may harvest them to gain 1D of Tinder equal to their CD.」

This means that you can get 1D6 Tinder by collecting at important locations.Kill each enemy can get ND6 Tinder?(N=his CD)

and this「Spend an Insight to:● Add +1 AD to a successful attack roll as critical damage.」

Does this mean an extra 1D6 damage, +1 damage, or throwing another AD to try may be available more damage?

Spending an Insight on an attack adds an AD to the attack after the fact. Since damage is calculated as the difference between the highest AD and the highest CD, this means spending an Insight can be compared to landing a perfect parry in a Soulslike video game.

For example, if a character strikes an enemy and rolls a 5 on their AD versus a 4 on the opponent's AD, they're only dealing 1 damage. If they spend an Insight, they roll the additional AD and potentially deal 2-7 damage with the attack instead.

Correct, in the current iteration of the rules, defeating a 1 CD enemy and gathering Tinder from them would give you 1d6 Tinder, while defeating a Formidable 3 CD enemy would give you 3d6 Tinder. The GM is of course free to adjust values if they feel like something has significant value or ambient energy (harvesting from a small pile of coins vs. from the throne room of a forgotten king).

it looks good, and in some parts even better than official.