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(+1)

Hello! These are all great questions. Some of them have to do with my priorities as both GM and Designer, so I hope the clarifications are useful.


1. This one is very open to how the GM wants to manage enemies and their numbers and perhaps their HP (if they have HP). How I tended to run enemies in my games is similar to how a PC works. A minion may be defeated with 1 attack (their luck running out), a strong foe might have the equivalent of 3 luck, and you could have a large villain have 10 luck, but of the players hit them 4 times they flee and now they're down to 6 luck permanently. OR you can make a player stat blocl for a foe and treat them similarly. OR you could add more crunch to the combat by giving them Hit Points and base damage off of a weapon or Thing, which is not something I define in the guide, though it is something I thought of as a potential option while planning test games. I tend to keep numbers small and favor hits in the mannor of Luck to keep things flowing and simple. If you want an example of a much expanded version of some of my mechanics; GURPS is very influential on me.


2. Defense is invisioned as your "Universal Defense" for any direct conflict. But conditions may apply. So if hypothetical character Elfara has a base defense of 10, Shining Armor +2 (which could be equipment or a Thing), is Dodgy +3, and has a Noble Brooch +1 she could have a max Defense of 16. But some of this is pretty conditional and it must simply match the tone of your game. In an Arthurian Legend you could argue her Armor and Brooch would protect her in almost any circumstance, be it at court or on the battlefield. Being Dodgy may help her avoid unwanted questions, it may help her tell a white lie. And it will definitely help her on the Battlefield. So she may have a defense of 13 sometimes or 15 other times. And to really answer your question: if that defense os penetrated in any way (physical or social wounds) then she loses Luck. On the Battlefield losing all luck may lead to death or capture, where as in court it could lead to enemies getting an advantage or her losing social standing with an important ally.


3. This is referring to Enemy TN, and therefore enemy Defense. "An Arch Rival may require a TN of 25" so that may be their permanent Defense score as a foe. And this could be lowered through a campaign due to PC action (if that is how you want to play it) or the PCs just need to grow in power to meet exceptional challenges. I could imagine finding a magic item, or a machine that cancels a bad guy's shield in a Star Trek scenario and that allows our heroes to finally strike the foe. But also it could be that the Dark Sorcerer or Darth Vader stand-in has a really high Defense forever and you gotta overcome it.


Thank you for the questions!

To answer 1, checks out, and I'm more than willing to tinker with a system framework, and for bullet 3, this does clear up the section considerably and provide some guidance, thank you. As for 2, just to double triple check with the added  context of bullet 3, you are saying it is "Roll over defense to hit" at baseline rules, right?


Thanks, ProTobigen

(+1)

I now understand what you mean by the roll over question. I dont think I clarify in the guide (my bad), I run Target Numbers and Defense as "meets it beats it" for the total of the check plus bonuses.

Awesome, thanks! Time to atart giving this a go and tweaking it up a bit. And I will say, whilw the game text is a little rough and could be clearer, this is still a good game, and the art is very cute. Goood job on it, though I hope it does get a text revision.

🤦‍♂️ I was reading from an old draft on my phone. In the case of "meet or exceed TN" that is specified on page 14, the More About Defense section for the current version available.


And thank you for checking out the game! Feel free to share thoughts after playing sessions, I'm always eager to see what people do.