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Dungeon Crawler Carl is breaking crowdfunder records
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<blockquote data-quote="ffanxii4ever" data-source="post: 9894658" data-attributes="member: 85809"><p>From the little that they have shown in <a href="https://www.youtube.com/watch?v=iEG3DMk9pHs" target="_blank">the video linked on the Backerkit</a>, and in <a href="https://www.dropbox.com/scl/fi/9qgfgoaxxrdp4dbdjsu5x/Carl-RPG-Skills-Example.pdf?rlkey=yo2632evebfs8lxj3qfflkmjd&e=1&st=mxfgqned&dl=0" target="_blank">the preview docs on the Backerkit</a>, it's not doing anything crazy, mechanically speaking, but it's not just a D&D clone with one or two changes, which I am very happy about.</p><p></p><p>d20 + Stat Modifier + Skill ranks vs. a target number; meet or beat by 9 or less you get a basic success, beat it by 10 or more and you get a better success, Nat 20 gives a critical success. Nat 1 is a critical failure, and if you only fail by 1 or 2, you get a near hit/partial success. </p><p></p><p>It uses the same stats as D&D, minus Wisdom (since modifying people's Wisdom has unintentionally effects, according to canon), but is significantly more skill-focused, where most things have a unique skill associated with them. They have Attack Skills, Spell Skills, Utility Skills (noncombat, crafting, etc...), and Passive Skills - going off of the books, I fully expect a massive list of skills, since many skills in the books are pretty specific. Also they are going to have rules for Skill (and Race and Class) creation, so while they have a lot of mechanics that are named the same, it is a much more generic system.</p><p></p><p>There's some more details in the various sources that I linked, but I definitely am interested in seeing more details, hopefully before the campaign ends. Maybe I've just been spoiled by other games, but if Renegade is targeting a digital release around October of this year, I would expect that everything is more-or-less ironed out so I'm hoping for an Actual Play or something before the end of the campaign.</p></blockquote><p></p>
[QUOTE="ffanxii4ever, post: 9894658, member: 85809"] From the little that they have shown in [URL='https://www.youtube.com/watch?v=iEG3DMk9pHs']the video linked on the Backerkit[/URL], and in [URL='https://www.dropbox.com/scl/fi/9qgfgoaxxrdp4dbdjsu5x/Carl-RPG-Skills-Example.pdf?rlkey=yo2632evebfs8lxj3qfflkmjd&e=1&st=mxfgqned&dl=0']the preview docs on the Backerkit[/URL], it's not doing anything crazy, mechanically speaking, but it's not just a D&D clone with one or two changes, which I am very happy about. d20 + Stat Modifier + Skill ranks vs. a target number; meet or beat by 9 or less you get a basic success, beat it by 10 or more and you get a better success, Nat 20 gives a critical success. Nat 1 is a critical failure, and if you only fail by 1 or 2, you get a near hit/partial success. It uses the same stats as D&D, minus Wisdom (since modifying people's Wisdom has unintentionally effects, according to canon), but is significantly more skill-focused, where most things have a unique skill associated with them. They have Attack Skills, Spell Skills, Utility Skills (noncombat, crafting, etc...), and Passive Skills - going off of the books, I fully expect a massive list of skills, since many skills in the books are pretty specific. Also they are going to have rules for Skill (and Race and Class) creation, so while they have a lot of mechanics that are named the same, it is a much more generic system. There's some more details in the various sources that I linked, but I definitely am interested in seeing more details, hopefully before the campaign ends. Maybe I've just been spoiled by other games, but if Renegade is targeting a digital release around October of this year, I would expect that everything is more-or-less ironed out so I'm hoping for an Actual Play or something before the end of the campaign. [/QUOTE]
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