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Clever to abstract away the map but still keep the basic impact that a map and movement have. Reading the single-page PDF had a couple mild head-scratcher moments but overall went ok. - First thing the rules present is ACTIONS so I'm absorbing it thinking things like: Huh "Extra Movement" is an action, but there is no corresponding "Move" action... did I miss something? - The icon for D6 (a black square with white 6) is used for the GUARD action which is almost the first thing I see, so later on when I see that icon I'm thinking it means GUARD not D6 - I mistakenly zeroed in on the regeneration condition for each character as being some kind of special ability (I didn't see it as obviously a regen condition.) - In the example one of the first things I'm seeing is "Deal any normal damage with secondary attack" and I'm thinking "normal damage" isn't defined anywhere. I'm assuming it means not as a result of status effects. Neat lightweight idea for tactical combat that abstracts away things like the map (and inventory, for that matter) to streamline things. e: Wonder if this could be adapted for use in a light RPG like 4 Against Darkness. The Eyes Have It fucked around with this message at 00:56 on Aug 1, 2020 |
# ¿ Jul 31, 2020 16:16 |
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# ¿ May 22, 2024 18:47 |
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Good luck on your new print run! Makes for exciting (if a bit stressful) times!
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# ¿ Sep 9, 2020 17:57 |