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Some Questions

A topic by Theanael created Jun 06, 2022 Views: 242 Replies: 3
Viewing posts 1 to 4

- How does replay work exactly ? does it only apply to a single foe or to the entire species ? when the replay for Hollow hit 3 does it mean the player can avoid every hollow he encounter ?

- What are the descriptions of the traps, item and curse named in the crumbling village (Collapsing Wall Trap and Pit Trap, yellowing skull and soulless curse)  ?

- Is it normal that Hollows are harder to kill than Skeletons but give less souls ?

- Can the player choose to exit an area with enemies still presents ?

- What does "they might find them self suddenly stronger…" mean in the Special of Dessicated Grove  ?

Developer (1 edit)

In order:

  1. The answer to this question is on Page 14. "The Replay marks are unique to each enemy and do not apply to the enemy type as a whole."
  2. Collapsing Wall is in the Quickstart. It and Pit Trap have both been omitted from the Core Rules - this is a mistake that I'll fix with the next update. The yellowing skull isn't an item that needs a description - it's simply a yellowing skull. The Soulless Curse has also been omitted from the document and will be fixed with the next update.
  3. Yes
  4. Not unless they have enough Replay with that enemy to bypass the enemy entirely, though you should of course feel free to houserule this is you don't like it
  5. Whatever you want it to mean - it's left to the player and the Guide to interpret
Developer

Hi!

It's been a while since you left this comment and I haven't pushed an update, but I'm working on that today. I just wanted to let you know that in thinking more about your questions, I've decided to add mechanisms for allowing the Reborn to run past enemies they don't want to fight. It looks like this, and will appear in the updated Core Rules coming later today:

Running Past
The Reborn may decide that they would rather not engage with an enemy and instead try to run past them without engaging in combat. This allows them to explore Regions far beyond their abilities to take on normally, though it comes with a risk of death.
When the Reborn attempts this, roll 2d6. If either of the dice shows a 1, 2, or a 3, the enemy deals their damage to the Reborn as normal. The Reborn fails to run past the enemy, and must either engage in combat or try again.
If neither of the dice shows a result of 1, 2, or 3, the Reborn successfully runs past the enemy and can move to the next Area.
When running past enemies, the Reborn can never find Campsites that are not located in the Starting Area of a new Region.
The Reborn does not gain Soul Dice for enemies they run past, as they have not defeated them in combat. Similarly the Reborn does not increase their Replay value for enemies that they run past.
Soul Dice spent to remove failures and add successes have no bearing on the Run Past roll.

Thanks for asking about this - in hindsight I think it's a good addition to the game.

I agree, it's a cool addition. My rogue player really had a bad time fighting the first monsters and only shined when I let him run past them to explore and find easiest foes and hidden secrets.