Play system
Dice Goblin The Collection's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme: How well does the game capture the theme? | #28 | 3.500 | 3.500 |
Format and Grammar: Does it look like a finished product? | #46 | 2.500 | 2.500 |
Anticipation: How excited are you to play this game? | #52 | 2.000 | 2.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Which die/dice is at the core of the game?
D8s
Leave a comment
Log in with itch.io to leave a comment.
Comments
An interesting concept. I like the basic idea that each die is a success that results in the two highest numbers. Even though it is no longer used in the rest of the rulebook. For example, defending against a Hevy Weapon only allows the highest number (at least I think that's what you mean by "only on an 8", otherwise rolling an 8 with a roll of 6 is pretty difficult). It does not say that the defender simply has to take 2 dice categories higher.
It is also not clear to me how the character creation works. Apparently you have to distribute the number of dice over the 5 stats. But then there are also the categories Weapons, Health and Defence. These also seem to need dice. And how many do you have available by default?
Also, why is XP mentioned but not really explained or backed up with numbers? The milestones fit the system much better.
Apart from that, there are still some errors in the texts. For example, in Rolling Attacks, dame is written instead of damage. The Defence example also says that 24 damage is done with 4 successes, but Range only does 3 damage per success.
Except for the strange border at the bottom (and the cover picture) I like the layout. Especially the tables look good and easy to read. The pages are well filled without seeming too crowded.