Overall, really cool! One weird thing I noted: the list of mundane kits feels a little... incomplete, especially since it's missing versions of some obvious job-themed kits from base CAIN. Specifically... where's Porter Kit? Would have thought it would be a slam dunk
FourEyesIsAFish
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Ok, sincere question for you: did you actually read the book?
Like the dice thing is SUPER obvious. Every roll has a base of 2d10 dice. Stuff like your character options (for rolls you are personally making) and monster abilities (for rolls those monsters are making) can modify how many dice are in the roll's dice pool, and these traits explicitly tell you in their descriptions that they add dice.
Also the table of contents is not sparse at all and points directly to specific sets of rules? And there is at least a monster index, which is honestly the only thing in the book which really would warrant one.
I've recently had the pleasure of looking through Turn and Towns Like Ours for my college's RPG club (where I'm the librarian), and I noticed something that struck me as kinda odd: how come we didn't get a seal beast archetype? Personally it was kinda a no-brainer to me, so I'm honestly a little shocked that seals are absent and we instead got seagulls. I will say otherwise, the book (and Turn as a whole) is great.