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(-2)

Nice, however its nature so linked to Knave and OSR is probably its weak point (at least, for me).

For example, the morale rule, or the corruption one, are mechanics different from the standard ones; inelegant, imho, for a 2022 game. Also, could be useful to have at least 20 common enemies, and 10 bosses, useful as starting points, better if created with dark-ish elements, to set a better mood.

(+2)

I appreciate the feedback.  I must confess that my first reaction to your feedback was that sounded like someone walking into a motorcycle dealership and saying they wish the cars had more wheels — but then I realized that if the motorcycle dealership doesn't explicitly say "we only sell motorcycles," that would indeed be disappointing.

I would like to make a longer and more robust soulslike game in the long run, but in the meantime, if you're curious about some of my less D&D-ish (but still intentionally very short) takes on the genre, feel free to grab free community copies of Exhumed (a one-page pamphlet with a short intro scenario) and 2400 (which has one installment, Data Loss, as a sci-fi soulslike scenario with a few example boss fights).

(+1)

Sure, sorry for the "dry" feeling of my feedback. I partially blame my (obvious) lacks in English language.

I loved what you did with 2400, and I appreciate all the various 24XX games spawned by it. While it's a micro-game, I surely prefer that kind of rulesets. Aside my preferences for more "modern" systems, I still think that Grave should benefit from the addition of a bestiary, and a set of GM useful tables (in the vein of those found in 24XX games) with inspiring quest seeds, noble names for the bosses, etc.

PS: about this part: 

> Once per round, the killed PC’s player adds their CHA bonus (or a d6, their call) to any roll made by another player, before or after the roll.

I like the "spirit" boon bonus to the still-alive allies, but I think that the d6 part doesn't to justice to the CHA ability. You already spelled out that "Wisdom and Charisma are often ignored as “dump stats” in favor of abilities with more combat utility, but now feature uses that should help keep PCs alive." Removing the d6 part will make CHA shining a little bit more.

PS: did you tested the game with at least 3-4 characters on the field? If two or three of them dies during a big showdown, that means that the last one actually can add 2 or 3d6 to one roll, every round, hypothetically boosting it a lot. Can he sum all those spirit bonuses to the same roll?

(+1)

I playtested with 4–6 players each session. They were very cautious players, and you can often flee from danger to regroup (and get your friend back in the game even sooner), so I don't think we ever saw multiple characters get killed in a single fight. If multiple characters did get killed, though, then yes, you could see them both boost the same roll. I don't really see a problem with that, personally.

The option to roll a d6 instead of CHA bonus was added because some players don't feel like they don't get to participate if they're just saying "I help them" and don't get to roll a die too. I encourage you to modify the rule at your table, though!

(1 edit)

A nice house-rule could be: you gain xd6 each turn, where x is your CHA (min. 1). So you still enjoy rolling those d6s, AND you maintain CHA importance. 

Of course, with the caveat: max 1d6 for roll.