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(1 edit)
  1. You can wield non-bulky weapons in two hands but you won’t get damage advantage; this is meant to account for the higher damage output for bigger weapons.

  2. You can use two non-dual weapons, one in each hand, and gain damage advantage but the other weapon takes up an additional slot.

  3. When attempting to parry, if you fail the roll, your target hits you for double damage, since you’ve left yourself open to additional damage.

  4. This is correct. 3 attackers targeting one target all roll their damage dice. The highest result between the three dice is the damage done. However, adventurers need to decide their reaction before the damage dice are rolled, not after.

  5. Withdraw means you abandon all actions and run away from the combat. Monsters may or may not pursue or continue to attack from range. You’d generally do this as a last resort to avoid death as it opens you up to attacks.

  6. Souls and soul remnants are meant to be rare, but in a long enough campaign there are theoretically no limits to how high your stats can go. However, there’s always a 5% chance of failure if you roll a 20, as this is an automatic failure. Parries also don’t block magical damage, so enemies with magical attacks or weapons will still damage you.

Hope this helps!

I would like to know the answers for these questions as well, especially 3 and 6, but that link does not work (404). 

Thanks for the heads-up! I’ve updated my reply (above) with the answers.