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(2 edits) (+1)

I'll start with: I said this on Reddit, but the experience of reading this has been so magical.

I have a couple questions:


1. The Boss Barbarian's "Heart" ability and the Reveler Warlock's "Eighth position" read "...you don't use HP." What does this mean? I presume because they get extra injury slots that they are supposed to be able to get injuries but my understanding is that you need to take HP damage to get an injury. Is the intent just that you only take injuries on hits that *would* deal 8+? I presume the GM can also make special abilities for monsters that just do injuries instead of damage but I just wanted to get some clarification in case I'm missing something.


2. For wizards and rerolling starting spells, it's not clear to me on what the rerolls should be. The sentence

> You can reroll up to five spells within your major.


Seemed to mean that if a spell is within your major, you can reroll it. But the implication of that would mean that you are unlikely to keep spells of your major because you'd reroll to anything else. With that thought in mind, is it supposed to be that you can reroll any 5 spells into a spell that's within your major?

3. For spells and "use magic" effects which require ranged attacks or otherwise seem to do damage, is there a standard for that, or is that just going to be one of those "high trust" factors?

(+1)

Great questions, I'll be sure to un-ambiguify those in v1.1 :)

1: Spot on, you still take an injury if you'd be hit for 8+.

2: Yes again, you can reroll any 5 spells into a spell that's within your major (rolling d20 within your major). 

Thanks!

I edited a 3rd question in, maybe after you had already answered.

3. For spells and "use magic" effects which require ranged attacks or otherwise seem to do damage, is there a standard for that (like 1d6 usually?), or is that just going to be one of those "high trust" factors?

(+1)

I'm so touched you're finding magic in my little game <3

3: it's a "high trust" factor, yes! there's no explicit damage standard for spells like Acid Arrow or Fireball (though Magic Missile always deals 4)

at my table I run magic damage based a lot on context (though I don't expect everyone would run it that way): sometimes it's 4d4 Breach 2, sometimes 1d4+4 until they stop the burning, etc. Often I'll just ask the caster what feels right to them, but my considerations tend to include questions like "is the target armored, dodging, covered in oil, made of paper? what's the minimum damage this should deal? should there even be a damage roll? do I want this to maybe cause injury?" and so on :)