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(1 edit) (+1)

Hi. Thanks for let us to test the game. It looks like an interesting, different take of a BitD game. I'm not sold on using d20s and all those other dice in place of the smaller numbers and the less book-keeping°° of the "original" system, however this is a personal preference.

PS: about the Resistance rules at page 23: the mechanics don't match with the description. I mean, in a challenge, if you roll those dice and lose some Hardship Points, this in fiction doesn't translate in "you are losing precious time", because indeed you have infinite rolls at your disposal :) This simply turn the challenge more long at the table.
If you want that kind of behaviour at the table, you need to implement a "X rolls to succeed the challenge, or you lose" rule. So, you should give a table with the suggested attempt numbers. Or, you could keep the challenge table as it is, and explain that you need to use the "Average rolls to resolve" column as a "number of rolls cap". If the players exceed that number of rolls, they fail the challenge.

Hope this help!

EDIT: Note °°: book-keeping isn't the best word; simply, I like the simplicity of the fixed numbers (you fill 1 sector, 2 sectors etc. of a x-segmented clock; or, you need 2 stress to push-on, etc.).

(+1)

About Fortune Rolls: it's pretty hand-waved. You could link this paragraph to an "easy difficulty" standard d20 roll. So, 1-4 is a bad luck, 5-15 is a mixed result, or partial fortune (fortune with cost / string attached?), 16+ is a good luck result.

Hey, thanks for the feedback! I'm trying to adapt the 'damage rolls for everything' mechanic from stuff like Heart and ICRPG and apply it to a FitD framework. I used clocks earlier in a previous version, but they were a little too static. If you want to represent a countdown, you could certainly have a 'time' resistance and subtract 1 for each roll the players make, regardless of the result and achieve the same effect. Maybe if they fail they lose more time unless they spend a protection token.