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(+1)

Great work, this is really good. The strain mechanic is excellent and allows a bit of tiring or damage to be applied slowly over the course of an adventure, very cool.

I think I would add in a houserule to roll double the attribute die when the character's Role is applicable to to the task. Example: George is a thief and attempting to figure out a trap to disarm it. His Mind is d6, with his thief role, I would have him roll a 2d6, taking the highest to overcome the difficulty. I could see where this could result in a player trying to justify how his role applies to nearly everything, but that is why we have GMs.  ;-)

That's a good idea, thanks. The game this core mechanic was taken from has a Momentum/Karma mechanic where characters earn 1 Momentum on each full success. 3 Momentum turn into 1 Karma and characters can have a max of 3 Karma.

Karma can be spent before the roll to:

  • Decrease the difficulty die (no lower than d4)
  • Increase the attribute die (no higher than d12)

Karma can be spent after the roll to:

  • Avoid taking strain

I really like that mechanic and it's fun at the table, but there's quite a bit of record keeping involved AND it was way too much to explain in this one page pamphlet! 

Perhaps I should create an addendum of optional rules and put that in there (along with the 2 attribute die when the role applies if you'd allow me to use it).

Ah, that makes sense.


Sure thing! Though I really borrowed it from D&D’s Advantage mechanic.

(2 edits)

Another idea, which may avoid the player arguing the characters role applies to everything.

  • Advantage: Roll an extra Attribute die, take the highest
  • Disadvantage: Roll an extra Difficulty die, take the highest

That is a great idea, very intuitive! 

(+1)

Tight little system with enough mechanical flair to feel full but easily understandable and playable immediately. 5 stars!