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Hello.  I love this game.  I feel like it's an improvement on Into the Odd, an already good game.


I wanted to confirm:  Do you see spells as warranting saves in this system?  My impression is not, but I wasn't certain if it was just not stated.

Something like Fireball doing [DICE}+[SUM] seems intense.  My assumption was this is offset by the caster taking real risk of Madness.  However, I could see a player having Fireball cast against them as feeling a little intense with no save.

The Goblin Punch rules seem to factor in saves, and Into the Odd arcanum in some cases include saves, so I was curious what your thoughts were.


Thank you for any insight, as well as for compiling such a lovely game.  For those unaware, the website (https://losing.games/mausritter/) has some very impressive tools as well.

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Good Q. I wouldn’t give a save for a spell unless it’s explicitly mentioned (I don’t think any of the base ones allow a save, but could see a very powerful spell that does).

I general, I think the higher default HP levels (of HP + STR), plus the genuine risks that casters take (I’ve had at least one mouse reduce themselves to zero WIL on a failed spell) balance out a spell like Fireball without a Save. But if you feel like it’s overpowered in your context, house rule away :)