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Salut, Jeremie. GrimRogue est un jeu vraiment fascinant. Merci pour le creer.

(and that´s about it for my French.)

GrimRogue works very well with Dungeon Decks (I have printed the cards to A4 size as well and created a book, so the paper minis have enough space to fight using the GR rules).

A few short questions:

- As I have just managed to survive my first dungeon, do I reset torches and rations to the default 5 before going back in? (I suppose HP resets to max as I level up after a dungeon.)

- Do any status effects (such as any ongoing Poison) automatically wear off as well at the end of the quest?

- do I have to backtrack to the entrance in order to consider the quest completed?

- do you have any plans to introduce a market mechanic between quests?
My ideas: treat XP as gold to be spent for items instead of leveling up; items always available: Ration, Torch, 2d6 Ammo at 50XP each, and Lockpick Set at 100XP);
for one weapon and one armor, roll d6 twice, with XP prices equivalent to the LVL = item number minus one (Dagger, item #3-1 = LVL 2, cost XP 375, Sword, item #4-1 = LVL 3, cost XP 750 etc)

Thank you again.

(+1)

Hi Mike!

Nice French! And thanks a lot for your kind words!

I’m happy if GrimRogue works well with other things and that you found a fun way to play.

About the questions: to be honest, I have thought GrimRogue to be a deadliest Roguelike kind of Dungeon Crawler, so it’s not that often when your character leaves the dungeon in one piece. That’s also why there’s no money in the game and why it is not balanced for a long term campaign.

As usual with my games, feel free to make up or change any rules that’ll help you have more fun with it, tweaking the stats to make your character last longer, or creating other rules for the in-between session.

So to answer your first question, you can imagine that your character will go to an inn to sleep and restore all of its HP. In terms of Torches and Rations, it depends. If you want something harder, you can go with only what’s left from your previous session ; if you want a standard run: reset your torches and rations to 5 ; and if you want something easy: add 5 rations and torches to what’s left from your previous session.

For the poison status, as the previous answer states, you can imagine that your character goes to an herbalist or anything else to be cured, otherwise the next-run will be pretty harsh I guess.

Considering the backtracking, it depends if you have fun doing that or not.

At the moment, I don’t have plans for a new bigger GrimRogue edition, but it’s clear that there’s a lot that can be done for extending the game, but it will be a pretty different one as it will need to be balanced differently. Of course, I originally thought of the game on 2 sheets of paper (because heavy minimalism helps me a lot for finishing my projects), so I didn’t have all the space I wanted to write more rules.

Otherwise, I love your idea of XP as gold! You can definitely do that with the rules you’ve explained at the end, it’ll suit the game!

Thanks again for playing my lil’ game and for your questions, have fun!

(1 edit)

Thank you very much for the answers. They all make sense for your minimalist approach (which is the main reason I so enjoy this game). I will apply most of these, maybe the XP/gold idea as well.

Two more questions and I am done:

- how does the Invisibility power work (do adjacent enemies attack at a disadvantage, or do they just sit around and let me move and retreat unimpeded)?

- once I leave a room/corridor, do enemies with speed <= PC speed stick around or simply disappear (for lack of a rule, I roll d6+X>=6 for each X rounds that pass to check if they disappear from the previous room/corridor, and also roll for torches and wandering monsters each round for the current room).

Merci beaucoup.

A bientot de Bucharest!

(+1)

For the invisibility, I think that the enemies are in shock that you disappear, and won’t track or attack you, as they don’t know where you are. So you can move freely when invisible, if you have enough space to pass them by, otherwise you can imagine that they feel a mass going on them and try to hit it.

For the slow enemy, I guess they can follow you as long as they see you (to be easily manageable). But yeah, rolling a d6+x is also a good idea. You can also make them follow you indefinitely, but that will make the game harder 😛

Mulţumesc mult! 😉