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Wilderfeast - Monster Hunter + Delicious in Dungeon
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<blockquote data-quote="AttentionHorse" data-source="post: 9553353" data-attributes="member: 7049279"><p>Currently reading through all the rules. It has interesting mechanics:</p><ul> <li data-xf-list-type="ul">There are <strong>4 Styles</strong> that each player and monster has - Mighty, Swift, Precise, Tricky.</li> <li data-xf-list-type="ul">There are <strong>12 Skills</strong> - Assurance, Call, Craft, Cure, Display, Grab, Hoard, Search, Shot, Strike, Study, Traversal.</li> </ul><p></p><p><strong>A test normally looks like this:</strong></p><ul> <li data-xf-list-type="ul">GM and player decide what Style and Skill fit the situation. For example when you quickly try to absorb important information about an incoming monster you use Swift Study, if you want to taunt an enemy you use Mighty Call etc.</li> <li data-xf-list-type="ul">Then you take as many d6s as you have in this Style</li> <li data-xf-list-type="ul">Then you choose which Action die to take - you either take one d8 (if you're using your human side) or one d20 AND remove one d6 (if you're using a trait from your wild side)</li> <li data-xf-list-type="ul">Then you roll all the dice. Every result on a d6 that is 5 or higher is a success. If you have a success you check the Action die to see what's the degree of the success - 1-4 is partial success, 5-7 full success, 8+ is a crit.</li> <li data-xf-list-type="ul">After the roll you can modify the results by freely distributing your Skill points between all the dice (even the Action Die). So if you roll 4,5,2 and a 7 on Action Die and your skill Call is a 2, then you can spend one point to get another success (4->5) and spend another to change a full success into a critical success (7->8).</li> <li data-xf-list-type="ul">Every additional Success can be spent on using your techniques or traits.</li> <li data-xf-list-type="ul">In some situations you can get Advantage or Disadvantage on your tests. Advantage means that the results for a success on a d6 are 4-6, Disadvantage means that the result for a success is 6.</li> </ul><p></p><p>[ATTACH=full]392418[/ATTACH]</p><p></p><p>The decision to roll d8 or d20 is important - each time you fail while using a d20 (giving in to your wild side) means that the Harmony of your whole pack decreases. Harmony is an important attribute, it describes how in touch you are with nature and animal kingdom and with your packmates. When your Harmony drops to zero you get Disadvantage on all tests until you increase it.</p><p></p><p>I'll write a bit later about the rules for Travel ("The Trail"), cause they seem kinda weird!</p></blockquote><p></p>
[QUOTE="AttentionHorse, post: 9553353, member: 7049279"] Currently reading through all the rules. It has interesting mechanics: [LIST] [*]There are [B]4 Styles[/B] that each player and monster has - Mighty, Swift, Precise, Tricky. [*]There are [B]12 Skills[/B] - Assurance, Call, Craft, Cure, Display, Grab, Hoard, Search, Shot, Strike, Study, Traversal. [/LIST] [B]A test normally looks like this:[/B] [LIST] [*]GM and player decide what Style and Skill fit the situation. For example when you quickly try to absorb important information about an incoming monster you use Swift Study, if you want to taunt an enemy you use Mighty Call etc. [*]Then you take as many d6s as you have in this Style [*]Then you choose which Action die to take - you either take one d8 (if you're using your human side) or one d20 AND remove one d6 (if you're using a trait from your wild side) [*]Then you roll all the dice. Every result on a d6 that is 5 or higher is a success. If you have a success you check the Action die to see what's the degree of the success - 1-4 is partial success, 5-7 full success, 8+ is a crit. [*]After the roll you can modify the results by freely distributing your Skill points between all the dice (even the Action Die). So if you roll 4,5,2 and a 7 on Action Die and your skill Call is a 2, then you can spend one point to get another success (4->5) and spend another to change a full success into a critical success (7->8). [*]Every additional Success can be spent on using your techniques or traits. [*]In some situations you can get Advantage or Disadvantage on your tests. Advantage means that the results for a success on a d6 are 4-6, Disadvantage means that the result for a success is 6. [/LIST] [ATTACH type="full"]392418[/ATTACH] The decision to roll d8 or d20 is important - each time you fail while using a d20 (giving in to your wild side) means that the Harmony of your whole pack decreases. Harmony is an important attribute, it describes how in touch you are with nature and animal kingdom and with your packmates. When your Harmony drops to zero you get Disadvantage on all tests until you increase it. I'll write a bit later about the rules for Travel ("The Trail"), cause they seem kinda weird! [/QUOTE]
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