Version 0.1.2, Fixes for Clarity, Minor Release


Minor Updates

I've made some fixes and slight adjustments for clarity on the initial feedback coming in. 

0.1.2 Notes (5/17/22)

  • Flipped Crit Fails to be 20 and Crit Success to be 1, based on NSR feedback
  • Tweaks to Fatigue
  • Updated Clothing table
  • Updates to Combat page for clarity
  • Added Ranged Weapons rules

0.1.1 Notes (5/13/22)

  • Updated attribution
  • Adjusted Env Hazards to include "becoming lost"

Playtesting

Scheduling has prohibited playtesting with a group, but that will happen this week. I am focusing on combat and will keep stress testing those mechanics to make sure they aren't too cumbersome. Here are my own initial findings on testing the combat system solo:

  • Combat is chaotic! Random rolls of Armor vs Weapons mean things can go south quickly
  • Fast! Most fights over in 3-4 turns
  • It is possible for a low armored char to succeed as much as it is for a high armored PC to be insta-killed by a skeleton grasp.
  • A lot of dice rolls, hard to keep track when rolling armor; then health, and doing math. Easier if armor surpasses weapon.
  • Forgot to keep track of any 1s. I imagine that will also make things more difficult to track dice mechanics.
  • Feels good & realistic, but challenging in practice.
  • Rolling multiple dice and taking the highest felt good (Dual wielding / Heavily clad) 
  • Fighting a foe with higher health dice than your weapon means you also need luck on your side. Seems that luck is built into the system without having it as a separate stat. Maybe a Luck move to trade Fatigue for advantage on damage?

Get Wyrd RPG

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.