Version 0.1.2, Fixes for Clarity, Minor Release
Wyrd RPG » Devlog
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?
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Wyrd RPG
A rules-light Old School-inspired RPG, focused on simple mechanics, player agency, and low prep
Status | Released |
Category | Physical game |
Author | beardofprey |
Genre | Role Playing |
Tags | cairn, Fantasy, knave, maze-rats, Medieval, nsr, OSR, Tabletop, Tabletop role-playing game |
More posts
- SRD WebsiteJul 04, 2023
- Version 0.2, Core Dice Mechanic UpdateJun 07, 2022
- Post Launch UpdateMay 09, 2022
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