Thank you for clarifying! Good luck with any future projects.
AshleyTheGhost
Recent community posts
I've been playing this as a slow-moving Journel game, writing my character's thought process as I delve deeper. I'm using graph paper instead of map tiles, which has worked just fine. I haven't yet reached my character's ending quite yet, I just finished my trek across the first floor in fact.
I have some general feedback I wanted to share on how things have gone for me so far!
- I think the core gameplay loop is REALLY solid. The exploration is fun, the random chance to get screwed over is quite OSR and gives me the Roguelike feel I was kinda hoping for from this.
- I do think this would benefit from a recommended map size, or some guidance on what you should do if you reach the edge of the map, if you use graph paper like I do. (Presumably, you can easily place a Wall there, which is what I plan to do if it gets there!) I know graph paper isn't the intended medium, but I don't have individual map tile puzzle pieces lying around.
- The combat is absolutely brutal for Halflings (the one Kin I've played so far), but they make up for it with their incredible Escape skillset. They make less treasure it feels, but they're in much better shape than others. They benefit from having minimal armor and the best weapon. This is very fun, and if this is the intended experience of playing them, pat yourself on the back because you really knocked it out of the park!
Overall I want to thank you for making a solo RPG that doesn't rely on a deck of playing cards, or a tarot deck. Tightening up some of the map guidance would be nice if you wanted to support non-Map Tile gamers like myself. (Though I recognize my main growing pains are from my non-intended choice in material!)
In the browser version of the game, I got into a battle with a Goblin Shaman. Once the Shaman's turn rolled around, the game froze. Having not saved in a while, I think I just lost a not-insignificant amount of progress due to this bug. Frustrating, but it's the only bug I knowingly encountered.
Overall, this is a solid gameplay loop and I look forward to future updates. I'll provide some suggested QoL ideas so far:
- I think the game would benefit from being able to mouse over a stat, and see a small pop-up window of text that describes what it is and how it works.
- In general I think the ability to see things on the fly, like what our starting gift does, how our class plays, and if our race/gender has any impact on mechanics, would make for a more solid experience.
Overall, a very promising experience! I'll watch it closely.
Preserving my save:
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Thank you so much! Every answer you have given was completely understood.
I only have one more point to make. In the Room Traps section of the Magistrate Information area, for Stocking The Dungeon.
Ceiling Block Falls: Save versus Paralysation or take 1d0 points of damage.
I assume this is Paralysis/Petrification, for 1d10 damage, but I figured it would be good to ask!
I bought this game in a bundle a while back, and I really like it! I can't wait to explore dungeons with procedural characters with my friends. However, I'm confused on a few of the rules.
I noticed that the fighter's "Open Doors" skill has a ≤3 symbol instead of a percentage. What does this mean? None of the other skills are listed that way. Is it that you roll a d20, and try to get less than or equal to three?
Wizards can only prepare an instance of a spell once per day. However, they are the only class that lists this requirement. Can other classes prepare multiple casts of a spell per day, or are Wizards just nerfed in that regard (and others?)
The Thief's Backstab skill says it is performed with "Combat Advantage." Is this just the same as regular advantage, that being +1d4 to the roll? Or is this something special? It's the only time I can find "Combat Advantage" listed in the book.
The Thief's Assassinate skill. Both it and Backstab say the same thing, that they require an enemy to be unaware of your presence. Assassinate specifically calls out a Move Silently or Hide In Shadow check. What determines when a Backstab happens, and when an Assassinate happens? Or are they one and the same, and Backstabbing only happens when the opponent rolls a successful Save VS Death against Assassinate?
Is it necessary to puchase a saddle or saddlebags for a donkey/mule/other animal with a carry capacity? I don't see any listed, so it seems saddles and such would be included, but I want to be sure.
Regarding the Usage Die: Do you roll for use on the first time an item with such a die is used? It says you get a free use, so I assume not, but I am checking to make sure.
Regarding Charisma and Monster Reactions. It says that people with exceptionally high or low charisma should be given bonuses "in line" with their Charisma to the roll. There's even a magic item that makes these bonuses the same as if you had 18 Charisma (Armor of Command.) But I cannot find the part of the book that details exactly WHAT bonus should be given. Is it the same as their maximum hirelings allowed? Is it the same as a To-Hit with weapons, but using Charisma instead? I'm not certain what bonus should be given
That's all my rules clarifications. Thank you so much for updating the 1e experience to the modern tabletop design space! I look forward to sending my players where man should not tread!
Okay, so I'm 7 months late, and I hope this hasn't been eating you up the whole time. That said, since you only got one response, I figured I should give my thoughts too.
Framing the questions is wise, but part of being a creator is recognizing that some things are out of your hands. Beyond a certain point, you just have to sit back and let the community react. Caring too much about what everyone else wants leads to a toxic cycle of self-hate, where a project is never good enough.
You can't please everyone.
That doesn't absolve you of the responsibility to not be an asshole, but it does alleviate some of the stress of creation.
I think you've already done enough by including a phase of the game where players go over the game and have the Yes, No, and Veil section. That's already a genius move and having that phase absolves a lot of the targeting towards you. After that point, add cards that match your own sensibilities, and expect people to take them out or add more ones as they match their own groups' sensibilities.