1.0.0: System Simplified, Document Improved
When playtesting the game, I found out that meticulously calculating Skill Level differences between the character's and the opposition's Abilities took considerable effort, but did not add much to the quality of the game. Therefore, I've simplified the Outcome Resolution system to rely entirely on the GM's judgement. Abilities provide a convenient framework to describe characters, but are not mandatory anymore. GMs will be happy to hear that, because it makes monster stat blocks much more lightweight.
Additionally, Skill Levels have been renamed to immediately reflect the proficiency of the character. They may sound strange sometimes (Trained at Will), but I would opine clarity is more important. Everyone will quickly remember being trained means being better than the average, but not particularly experienced, and definitely not one of the best.
I've also noticed players like to know the number they have to roll (the Target Number), so I explicitly stated this in Outcome Resolution section, which is now much easier to navigate thanks to the removal of delta SL.
Examples throughout the document have been improved an made more personal. Some new examples were added, such as character creation and solo play examples.
Finally, the wording and the layout of the document got a little improvement.
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Destiny Cube
A freeform roleplaying game without classes, levels, and bean counting
Status | Released |
Author | Chloris |
Genre | Role Playing |
Tags | fkr, Indie, Narrative, Solo RPG, Tabletop role-playing game |
More posts
- First Public ReleaseSep 30, 2023
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