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Yes, that feels like a good summary. I might expand the “Success” section a bit to expand on handling multiple successes, as this could be a bit clearer.
One thing to also mention here is that if you require more than one success and fail to achieve the full amount - but have at least one success in the pool - you could absolutely treat that as a sort of partial success, or “yes, but” or “no, but”.
In fact, you could go with this PBTA-ish definition:
- “yes, and” - more successes than required.
- “yes” - the right number of successes.
- “yes, but” - at least one success, but not as many as required / failed roll where there is a risk the game could grind to a halt.
- “no, and” - default failure position.
This is effectively adding a levelling and toughness buffer to the game (which is pretty antithetical to this game’s design philosophy), but I don’t see any reason why it wouldn’t work.
By all means, hack and modify YZN to your personal preferences - just be aware that as written it is designed for more gritty games that are more focused on everyday people rather than typical D&D-style adventuring heroes. That’s one of the best features of the Year Zero Engine IMHO.
I specifically wanted to avoid XP as I’m not a fan and I personally feel it detracts from the story, but you do you. It certainly won’t break anything if you replace the (very lightweight) advancement system I’ve put in with a more traditional XP advancement system.
Couple of things being addressed here.
First: Accessibility. Not everyone has lots of D6, and while most people can scrape together 6 from board games, it’s also not too tedious to roll a single D6 up to 6 times if you only have the one.
Second: To prevent “dice hunting”. Something that many dice pool games can suffer from (this is pretty table-dependent) is when there is no cap on the number of dice rolled, players will continually hunt for more options to add dice to their pool.
Third: Balance. The success criteria only works if the dice pool is small. The Wild Die adds a bit of extra randomness to the mix.
All that said, if you want to remove the cap, go for it. As for Conditions-As-Aspects, that could definitely work (and FATE is a big influence in both Year Zero Mini & Nano), but I personally agree that a bigger result is better. Not sure why you’re refering to Conditions with success criteria, though. Conditions = Trauma, and that’s not always what a player is rolling successes to achieve.
Absolutely - fire away!
Though please bear in mind a couple of things:
I still consider this to be in a beta state as I’m the only one who has (to my knowledge) run anything with it. It’s very new! So it could be that it needs a bit of polishing or tweaking before I consider it ready for v1.0;
it’s designed to be hackable and modular, so tweaking systems is encouraged to get the right feel for your world and table.
Good catches! These are leftover draft terms which I missed.
Every use of “Complication(s)” on page 9 and 10 should read “Condition(s)” and “gaining a Consequence or Flaw” on page 12 should be “gaining a Condition or Flaw”.
I’ll fix these ASAP. Thanks for the feedback!
Ran through this today, and a bit surprised to find a reference to the Rabenkunst spell list in the lower level, when this product doesn’t yet exist.
Also, I couldn’t find any precursor beast generator in Bernpyle Issue 1… I eventually found the link in the description here, but in the actual dungeon it references Issue 1, and as I’d printed the dungeon off, I wasted a bit of time trying to find it there.
You should probably remove these references. Otherwise a fun little dungeon crawl!
Two incredibly simple oracles to replace entire rulesets! You can easily tweak the background elements to make it fit your setting, which is great. Now I just have to figure out something to run it with. The grey matter is churning, but some one-sheet MORG adventures are needed, I think… :)
Perfect, thanks! One last question - when you have welcomed a royal family, does the house count as 1 or 3 villagers? We think it’s 3, but the question came up, as it really counts towards the final tally!
Just played with my wife and 5 year old son and we had a blast! I also have one question about the “royal” villagers… If you have the pattern for, say, the K/Q/J of hearts, can you add their house when you get a face card of any suit? Or does it need to be a face card from the matching suit (hearts in my example)?