You're welcome! I've given away over 1,000 copies of GLIDE, so far, and will continue to provide copies as I can.
Sasquatch Games
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Good question! Wear is just that; the decreasing quality of your glider/gear as it is worn out from use. The choice to handle it this way was purely to align with the words used to describe it and the game mechanics that already existed. You start with 5 'possible' Wear on your glider, and it decreases to 0 over time. At 0, you are reduced to a max speed of 1, and cannot use any of the mods attached to it (until you repair).
I could have just called it 'Quality' and ticked down in the same way as exists, but I wanted to tell players that their stuff needs upkeep to stay viable in the harsh environments of Eridoor. This choice also matches with how the resources are used in the game, keeping mechanic names aligned with how they would be expected to work in the system, e.g. decrease Stamina, use Momentum, and mark Wear all decrease the total resource pool.
Hope that helps explain why Wear is as it is and gives a little insight into the design process behind the game.
Sometimes it's easy to miss a small detail in the rules, especially when the creator uses shared tables. 😅
Sounds like a good delve! You cannot leave with the treasure or clues as the only way to the Downtime Phase is through victory or defeat. You would treat leaving the delve as Defeat:
"Defeated players remove all treasure from their Treasure Tracker and proceed to the Downtime phase." (p. 28)
1. Bottled Ethereal Flame should be Recover 1 additional Stamina after combat. Nice catch!
2. When you roll a result with Combat Event, you then roll for the enemy encountered. No need to roll. for the attribute and difficulty! "On a Combat result, the players roll once as a group on the Enemies Table. Each enemy result provides an HP total, Attack die, Defense die, and Harm dealt." (p. 27).
3. Combat uses the core concept of Hits, with the opposed roll being the LD. Draws would award a success to the player, always. "If the total meets or beats the LD of the target action, the player succeeds and does something (a Hit)! Otherwise, the player faces a setback (a Miss)." (p. 5).
That might be a problem with itch io.
You can buy a copy from the BackerKit pre-order store, which will instantly get you a copy here (their system sends a code).
https://glide-part-two.backerkit.com/hosted_preorders/
If you have any other issues, please email me (cody @ sasquatchgames . ca).
1 - Melee range is 0. You are correct, this was a previous rule that I missed in a few spots.
2 - Yes, no limitations on that!
3 - Bosses grant you R3. I see now that I missed that information when talking about bosses. You also gain XP (page 28).
4 - Ignite does stack! It is one of the more powerful effects. Spending 1 Action removes all Ignite.
I'll add these to the FAQ/Errata document. Thanks for letting me know!
Scaling for enemies is already listed on page 24 (just add +1 Health for each player past the first).
For handling bosses, increase the Health of the boss by +5 for each player above the first, i.e., 2 players = +5, 3 players = +10. This is a distilled version of how Souls' games adjust difficulty with summons and would honestly work here, for the most part.
I can understand Dice Value (DV) being confusing. Agility +1 and +1 Agility are interchangeable i.e. they mean the same thing. A DV modification would be clearly stated, such as Agility DV+1.
So, the Blade of the Wyrm (Fight DV+1, Fight +1, Harm 4) would modify the Fight DV by +1 and a +1 bonus to Fight rolls.
Crump's Hammer (Fight +3, -1 Agility, 3 Harm) would give +3 to all Fight rolls, -1 to Agility rolls, and deals 3 Harm. There are no modification to DV.
Iron Knuckles (Deal 1 Harm on failed attacks) deals a guaranteed 1 Harm to the target when your character misses.
I'm actually working on an update for TROVES, making it simpler for players, and addressing issues like DV and modifiers. I'm aiming to have the new version out by the end of this week.
I'm very glad to hear you are enjoying the game. I really wanted to extend the "creepiness factor" with it, and am always happy to hear others feel like it actually worked!
As for the tables; I believe that these are errors on my part. The actual requirement are there, but the lord behind it is wrong. I'll get that updated ASAP. Appreciate your eyes on this!
Thank you for the review. I'm happy to hear UNIT worked for you!
Advantage and Disadvantage are is on page 18 of the core rules with the other "How To Play" rules. It's doesn't come up a lot as the player/GM determines it by their current standing i.e. are they prepared for what they are doing and/or do they have the tools to do it.
More ZONES content is cooking!
Happy to hear you are enjoying the game.
1. The 4 Stamina is your starting Stamina for the custom character. When choosing Starting Abilities, look at the Stamina cost to use each. Then, you pick up to your total starting Stamina worth of abilities for your custom character. So, a "tier 4" character would have 4 Stamina point to "use" for picking Starting Abilities from the existing characters. In most cases, you will get 4 Abilities as most only cost 1 Stamina from the Starting Abilities cost 1 Stamina to use.
2. An Unlockable refers to Abilities that you only unlock with the main characters during gameplay. You can see them on the bottom of each character under "Unlockable Abilities." With a "tier 4" character you pick abilities from these lists up to the 4 Stamina cost total. Choose what you want, calculate the total Stamina to use them, and then adjust (same as above). You unlock these the same way as the base characters, i.e. you need to do Training and spend coins.
3. When you are rewarded "Equipment" pick either table to roll on. It is split this way to make it easier to get things you want as some Delves require items from specific lists.
Let me know if you have any additional questions.






























