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Red Mists: a swords & sorcery game looking for feedback
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<blockquote data-quote="crazy_monkey" data-source="post: 6625389" data-attributes="member: 6788853"><p>This looks pretty interesting after a quick going-over. I'm not a fan of using custom dice, but regular 6-siders would work fine if the others aren't available.</p><p></p><p>I would rename "Wits"; to me, that doesn't capture acuity or awareness. I'd just call it awareness, unless I'm not properly understanding it which I may be - why wits instead of reflexes for bows?</p><p></p><p>How do Impulses work? The second paragraph of the writeup and the description of the individual impulses seem to contradict. (Or, reading the example, players can use them both ways?) For the section on page 10, do those replenishment rules only come into play when players spend a point to change the die, or do they also replenish when a players uses a point to re-roll a die? </p><p></p><p>In Clash, it says to subtract the defender's pool from yours, and add one. In the earlier section on opposed rolls you roll all of each, and the defender's dice can cancel success of equal or lesser value. Which is right?</p><p></p><p>For Sorcery, any character can attempt any brand of sorcery with no prior training? (Or, all characters are assumed to have training in all brands?) It feels like there are gaps in the brands - are they intended to be the full gamut of capabilities, or a non-exhaustive list of suggestions. If a sorcerer wants to create light, light a candle, or have a book float from the bookshelf to his hand, how would that fit into the brands?</p></blockquote><p></p>
[QUOTE="crazy_monkey, post: 6625389, member: 6788853"] This looks pretty interesting after a quick going-over. I'm not a fan of using custom dice, but regular 6-siders would work fine if the others aren't available. I would rename "Wits"; to me, that doesn't capture acuity or awareness. I'd just call it awareness, unless I'm not properly understanding it which I may be - why wits instead of reflexes for bows? How do Impulses work? The second paragraph of the writeup and the description of the individual impulses seem to contradict. (Or, reading the example, players can use them both ways?) For the section on page 10, do those replenishment rules only come into play when players spend a point to change the die, or do they also replenish when a players uses a point to re-roll a die? In Clash, it says to subtract the defender's pool from yours, and add one. In the earlier section on opposed rolls you roll all of each, and the defender's dice can cancel success of equal or lesser value. Which is right? For Sorcery, any character can attempt any brand of sorcery with no prior training? (Or, all characters are assumed to have training in all brands?) It feels like there are gaps in the brands - are they intended to be the full gamut of capabilities, or a non-exhaustive list of suggestions. If a sorcerer wants to create light, light a candle, or have a book float from the bookshelf to his hand, how would that fit into the brands? [/QUOTE]
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