Posted April 16, 2025 by g0ri
Some more playtesting in my ongoing Symbaroum campaign using SAVE made me realize the importance on having 'spending time' be something that works against the players' interest. "If they don't beat this or that hurdle quick enough, things will escalate!" - that's should be the mantra. In my own testing, this has shown to give more reason to push your rolls and thus potentially fail - which is what makes the system go 'round in the first place!
Also tweaked a few formulations. Nothing big otherwise.
Best,
Mattias