Thank you for this video! Here are some comments: - The limit of 10 points per Stat is related to the 15 "Free points" solely. So, you could have put 10 points in DEX giving Mr Thorntag a DEX of 42. - STR is still very important as (like you said) it dictates how much you can carry and what weapons you can use. I wanted a dexterous character to be able to be a very good fighter, without being strong. That's why I decided to let DEX govern Combat Skill and then let STR basically govern how much DMG you can do (by gatekeeping weapons and DMG bonus). Forcing my Thief to be strong to be able to fight well felt weird. But, that's all down to taste a guess :) - I realize that the word "heavy" when it comes to armour is unfortunate as it makes you think of the encumbrance. Maybe I should have used 'Tier'. Padded is tier 1, Leather is Tier 2, Chain is Tier 3 and Plate is Tier 4. So, I Wizard could have Tier 2 at most, meaning that Padded (Tier 1) is perfectly fine. I'll clarify this in the FAQ. - You only track one set of durability per armour, so the leather jacket only needs to be ticked of once. - You can find 'Hate' amongst Talents too. Maybe a weird talent, but that's where you'll find it. A final note on the skills of the 'Heroes'. They are noobs. You will be struggling from the beginning. That's intentional. You will have to learn the hard way or die trying. Gaining a DMG bonus isn't really that hard, but its not something a lvl 1 character normally will do. It is possible though. A dwarven warrior priest could potentially have a STR of 70 (45 base + a roll of 10, + 10 free bonus, and then a Relic with +5 STR bonus). When you level up, you can choose to increase your STR or increase your Combat skill, but maxing out both will be hard.
I think I would have designated some of the weapons as being fast / finesse weapons, which would let thieves and rogues apply their DEX bonus rather than their STR bonus. This would have brought the game more in line with other similar games, while still allowing STR based characters to feel more powerful in combat. But that's just me. I didn't design the game! :)
Great coverage as always. I love seeing the league of dungeoneers creator so active in materials covering the game. One of the things I really love about this hobby is just how many creators are invested and passionate about their games, rather than being disconnected marketing suits pumping out products, as is often the case in other hobbies. Thanks for the video.
Thanks again for another terrific video about League of Dungeoneers. How the game seamlessly segues from a overland crawl to a dungeon crawl and do it so logically and sensible makes the game that much more attractive. I especially like the dungeon generation using the board pieces, and associated descriptive cards. Those board pieces are so rich in color, really nice. Look, your explanations are always so crystal clear and enjoyable and your pacing is excellent and easy to follow. Pleasssssssse break your cardinal rule and lets get some gameplay going! If you make a mistake, so what! This game seems fun to watch. We are all behind you and would like to share with you the excitement you generate! Like to add I am waiting for the Mork Borg rule book I ordered. Will read it through and maybe will get Solitary Defilement next. Thanks for another video. Take care.
Fresh eyes can aways spot what we can not in our writing. 🙂 It's real good that he is taking feedback. It's still looking good though so far with the process of character creation. The Dex thing will take time getting used to.
@@chrisdonovan8795 It takes me a several repeats of rest, check, rest, check, throughout the year and I still miss stuff. It's easier and quicker for me to hand anything I write to someone else to read. Dyslexia is a b****!
Daniel, thanks for doing this video on Runebound! I have this game I believe this edition, in my closet. Your idea of reviewing the exploration type games is also something I'm looking forward too. Can't wait!
Wonder if it would make sense for combat skill to be based on the higher of strength or dex maybe? Either way really regretting not backing this kickstarter, hopefully the reprint gets enough interest 🤞
A suggestion about encumbrance: instead of all the bookkeeping, you could simply decide that strong characters could carry a lot, and other characters like mages and thieves should carry relatively little. and then, just kind of keep it relative. -Toby
Looking forward for your following videos. I kinda like that LoD is old-school but still breaks some routines. In Magic Realm the combat is handled a bit different on the first round than later ones. So this made me think (a priori making house rules without playing LoD...thats me) What if the character could use STR instead of DEX on the first engagement, when the character moves adjacent to a new enemy and rolls to hit. I mean this could be seen as a some kind of ”charge” interpretion. And to use STR instead of DEX the character would definitely need at least one square movement towards the target.
Hello Daniel! Really enjoying your coverage of LoD so far. I know you have a couple more videos planned on the game, but is there any chance of doing a couple play throughs on the channel?
It really does make more sense that weapon skill is derived from dex rather than strength. Think of it in real world terms. Who would be naturally better in fighting, a very agile person with good manual dexterity or a body builder? And they compensate for this with the class bonuses. Not to mention that you rolled very poorly and then only boosted you highest roll with +3 points when you could have taken +10. So, as a dwarf, you could have put the 7 on Dex and then added 10 points, and another 10 for warrior, making your skill 52. But if you put good points in Strength, you could use bigger weapons with one hand or weapon and shield for maximizing defenses as a tank class. You wanted to be more of an offensive fighter, just go with a 2hand weapon and your str doesn't need to be as high maybe. Myself, as a dwarf, I would be less concerned with combat skill and raise my Con and work on getting it up to get natural armor and combine that with heavier armor when you can afford it to make him really tough and be a meat shield for your party. Let them worry about killing stuff and you defend them.
i might try house rule that Dwarf uses STR and everyone else uses avg of STR and DEX to calculate CS value. Maybe force the Dwarf to have a minimum of 30 DEX to qualify to use the STR vs DEX to calculate CS home rule.
Agree at first glance it is a shame about the skills being mostly Dex/Wis driven. I think anyone with some experience of D&D character creation will automatically focus on these without much knowledge of how this could effect gameplay later on. Personally I would have aligned skills more evenly, For example: Combat = Str Range = Dex Dodge = Dex Pick Lock = Res Barter = Res Heal = Con Alchemy = Wis Perception = Wis Foraging = Str However this is just my gut feeling without really knowing that much about the overall gameplay, I'd be very happy to be proven wrong later! 😁Looking forward to seeing how this does play out, and getting this on the table myself. Thanks for the great LoD videos so far Daniel.
Maybe combat skills relying on dexterity was a thematic decision? In a lot of Rpgs if you play a thief for example, you have to make him strong if you want him to be useful in a fight. And if strength dictates what weapons you can use, the stronger weapons that do more damage would need higher strength. Maybe damage is based more on the gear you use. But you're right, people have to start playing it, to see how it turns out. It does initially seem weird that Dexterity is such an important stat.
Actually, you don't need to make a thief strong in most games to make them good at fighting. Most of the games I play have a weapon category called finesse or something like that, which let's thief / rogue characters use their DEX stat rather than their STR stat in melee combat.
Yep I’m thinking the same for the thief example, also those character types tend to be equipped with ranged weapons which would use the Dex score anyway. Perhaps a house rule could be that Class 1/2 weapons are Dex based, and 3+ weapons (excluding ranged) are Strength? Just thinking out loud, don’t want to take away the huge effort and dedication Michael has invested in this game 😊
Top stuff Daniel. Great video, really enjoying watching your stuff, keep it up! 💪 Maybe change Strength to drive combat skills? Would it hurt the game?
Wonder if they’re gonna reprint this anytime soon? Maybe I just missed it. Would like to purchase this game one day. Looks awesome! Not a fan of dungeon universalis until they get it revised a bunch. From what I’ve seen, it’s too early to but that one yet.
Nice video, thanks for the walkthrough. I backed this game and am very excited to get it... But I'm nervous now about the whole Dex dependant combat. I don't picture dwarves as poor fighters, and my friends won't either. I'm afraid that'll really turn them off of the game.
Worry not! The Dwarves I've played could hold their ground and the dwarf in my current gaming group has really kicked a$$. There is no pointy-ears to match him. But I won't lie to you...some have died along the way. That's the life of an adventurer...
It’s just something to get used it. Threw me for a loop. Not sure if I like that part yet, still feels weird to me. By that could be because of decades of baggage.
@@TheDungeonDive Just practice your dice rolling and assign more points to DEX and you'll start the game with a 50/50 chance to hit. From there on you'll be a Gotrek in no-time ;) That series of dice rolls must have been one of the worst in character creation history :D
Worried that the over-reliance on Dex might make all the martial characters seem the same. Will play RAW but might have to home brew a STR based class of my own. Great video Daniel.
First of all: Thank you for your video. Very interested in the gameplay video. According to all the runthroughs I have seen so far, I am very irritated about the "Hype". It seems to be very repetitive without the hilarious atmosphere of Brimstone. I understand that LOD ist supposed to be n oldschool game but running through several rooms without anything happening is not oldschool to me, it is boring. And seeing your To Hit chances make me really sceptical about the gameplay. That is good about the Darkest Dungeon board game. You hit most of the time. It is only about critting or not. Feels very satisfying.
@@TheDungeonDive The biggest problem so far: Empty dungeons. Especially Brimstone fixes that with its exploration tokens, Darkness track and Growing Threat concept. In LoD there is no change of chance in its exploration as it seems. In both playthroughs nothing happens. In 40 minutes of a game like Descent LotD or Sword & Sorcery, so many things happen (Events, Spawns, changing Goals etc.) Both LoD playthroughs lack excitement due to the empty dungeons. Simply nothing happened there which is not a good sign for its overall design in my opinion.
LoD can definitely have empty dungeons. I happen to like that. But I know some don’t. There’s always something to do though. Every door and chest could be trapped and locked. Almost every tile can be searched which can trigger traps. And the threat value is constantly ticking up so the danger is always right around the corner, and almost always comes when you don’t want it to.
Wow... looks like the game needed a lot more proof reading. The game has an active FB group, would have been easy enough to recruit some proofreaders... your comment about what dwarves are good for resonated with me. I look forward to getting my copy and hopefully won't have to print 50 pages of errata or mark up my beautiful rule book :(
Hi Dave! Trust me, every mistake or omissions stings me, and probably more so than anyone else. But in all honesty, the errata and FAQ is shorter than what most other games released from big companies that I've played. That's not an excuse though as there should be 0 errors of course (my daytime job is as a quality engineer)...but it's worth putting things in perspective. And I promise to be active with updates should the need arise.
@@leagueofdungeoneers2523 hey Michael! I think you did a great job. I bought a copy of your original pnp :) started playing and then the KS came along; Put everything away in anticipation of playing your magnum opus in its revised form. It might be nice if you could create paste up versions of the FAQ, that way we can print them on label paper and update our hardcovers in the nicest possible way.
The 1.6 version I have just needs more situations, and to be organized differently so rules are closer to explanations or tables. Index too. Right now I just use book marks to help me find things. I am excited to get the new edition. 😊
I couldn't find the rulebook available anywhere. As far as I can tell it isn't freely downloadable. I can't help but think if it was made available Michael could have leveraged the entire community to help find and fix the rulebook issues prior to printing.
Hoping that the second edition of this game can rework the skills aspect as I love the overall concept but dont want to be forced down a DEX route.I prefer the stereotypical system which allows me to have strength, intelligence and dexterity based skill options from the outset.
Hi Martin! Thank you for your input. But let's say I would introduce a playable species down the line that is super strong, but almost on the clumsy side. If combat was based on STR, that character would hit super easily and hit super hard as well. That feels off to me. I want to have a wide playing field were the characters can hit easily but not so hard, or hit less often but really hard. And with experience these will meet, creating a character that both hits easily and hard. But I totally get that STR is usually the base for melee fighting so it might take some time to get used to. And, if the vast majority of players still wants STR after playing it, I'm not so stubborn that I can't change my mind :D
@@leagueofdungeoneers2523 hi mate, this is my most anticipated game and I thank you so much for your energy and creativity to create such a project that we can enjoy. Thankyou also for your receptiveness to new ideas.
Man. Big oof with this str/dex issue. I mean i get the point of a thief not being able to be a good fighter with no strength. But the flip side is now big strong warriors are wimpy fighters. It really seems like Daniel's suggestion about certain weps using dex stat and other weapons using str stat is the best option. I will most likely make this change with possibly the addition of stat minimum requirements for more powerful items. Warriors being made to suffer because of thieves is bleh. LOL. But I have a biased hatred toward thief classes like it seems the creator has a bias love.
Does anyone know if backers will get access to a pdf of the rulebook? It would be nice to have an updated pdf so we don't have to flip back and forth between a hardcover and errata.
I could be wrong on this but I understood the char stat rolling to be like old school D&D, where you don't roll and pick but instead you roll in order. So first roll is STR 2nd is CON etc not rolling all then choosing. It's also worth noting, that I believe DEX and CS are across the board the easiest stat to increase. That said, a note to all, once you create your character the main stats and sub stats will be separate from each other, so increasing DEX will not increase CS after you start the game. A warrior, Barbarian, Warrior Priest and Rogue could add +5 combat skill per level if they feel they need it. Edit: I couldn't find any info on how carrying the shield works. It has a class, does it get added together with weapon, so for example your dwarf is Class3+Class1=Class4. Or is it simply you can 1H class 3 so a Class 3 weapons and Class 3 shield would both be fine?
Although I grew up with AD&D, and I'm familiar with the bonus/penalty ranges in games, I dislike them now. I want a game's mechanics to recognize that an eleven is better than a ten, a ten is better than a nine, and so on. I would rather have a system that has a range of +3 to -3. I'm still counting on the overall scope of this game to win out in the end.
So the chart that started with a +1; that was for damage? So strength impacts encumberance, dmg bonus, and permitted weapons? That's not bad. I suppose a strong dwarf always has dwarven lock picks handy, so there's your strength skill! ;)
Thank you for this video! Here are some comments:
- The limit of 10 points per Stat is related to the 15 "Free points" solely. So, you could have put 10 points in DEX giving Mr Thorntag a DEX of 42.
- STR is still very important as (like you said) it dictates how much you can carry and what weapons you can use. I wanted a dexterous character to be able to be a very good fighter, without being strong. That's why I decided to let DEX govern Combat Skill and then let STR basically govern how much DMG you can do (by gatekeeping weapons and DMG bonus). Forcing my Thief to be strong to be able to fight well felt weird. But, that's all down to taste a guess :)
- I realize that the word "heavy" when it comes to armour is unfortunate as it makes you think of the encumbrance. Maybe I should have used 'Tier'. Padded is tier 1, Leather is Tier 2, Chain is Tier 3 and Plate is Tier 4. So, I Wizard could have Tier 2 at most, meaning that Padded (Tier 1) is perfectly fine. I'll clarify this in the FAQ.
- You only track one set of durability per armour, so the leather jacket only needs to be ticked of once.
- You can find 'Hate' amongst Talents too. Maybe a weird talent, but that's where you'll find it.
A final note on the skills of the 'Heroes'. They are noobs. You will be struggling from the beginning. That's intentional. You will have to learn the hard way or die trying. Gaining a DMG bonus isn't really that hard, but its not something a lvl 1 character normally will do. It is possible though. A dwarven warrior priest could potentially have a STR of 70 (45 base + a roll of 10, + 10 free bonus, and then a Relic with +5 STR bonus).
When you level up, you can choose to increase your STR or increase your Combat skill, but maxing out both will be hard.
Great points! I’ll pin this. Thank you.
Ok, I thought two handed weapons used str for their cs.
@@clint8050 In the PNP yes, but in the KS version 1H and 2H combat skill has been combined.
I think I would have designated some of the weapons as being fast / finesse weapons, which would let thieves and rogues apply their DEX bonus rather than their STR bonus. This would have brought the game more in line with other similar games, while still allowing STR based characters to feel more powerful in combat. But that's just me. I didn't design the game! :)
He talked about getting a free skill that looked like it added a bonus of maybe +20? Can you add that to your combat skill instead?
Great coverage as always. I love seeing the league of dungeoneers creator so active in materials covering the game. One of the things I really love about this hobby is just how many creators are invested and passionate about their games, rather than being disconnected marketing suits pumping out products, as is often the case in other hobbies. Thanks for the video.
Thanks again for another terrific video about League of Dungeoneers. How the game seamlessly segues from a overland crawl to a dungeon crawl and do it so logically and sensible makes the game that much more attractive. I especially like the dungeon generation using the board pieces, and associated descriptive cards. Those board pieces are so rich in color, really nice.
Look, your explanations are always so crystal clear and enjoyable and your pacing is excellent and easy to follow. Pleasssssssse break your cardinal rule and lets get some gameplay going! If you make a mistake, so what! This game seems fun to watch. We are all behind you and would like to share with you the excitement you generate!
Like to add I am waiting for the Mork Borg rule book I ordered. Will read it through and maybe will get Solitary Defilement next.
Thanks for another video. Take care.
Sorry, I saw below to justinrastin your answer that you do not do playthru videos. That's OK. Getting negative responses is not cool.
Yeah - I just have almost zero fun doing plays on camera. Sucks the fun out of almost every game for me.
having just received my copy of the 2nd edition, this has been a great video to watch before rolling up my characters.
Have fun!
Fresh eyes can aways spot what we can not in our writing. 🙂 It's real good that he is taking feedback.
It's still looking good though so far with the process of character creation. The Dex thing will take time getting used to.
Thanks for the helpful added notes on screen.
The brain is a strange thing, isn't it? I find that it takes close to a month of break time before you can proof read your own writing.
@@chrisdonovan8795 It takes me a several repeats of rest, check, rest, check, throughout the year and I still miss stuff.
It's easier and quicker for me to hand anything I write to someone else to read. Dyslexia is a b****!
Yep. I'm dyslexic as well. Always a struggle.
Daniel, thanks for doing this video on Runebound! I have this game I believe this edition, in my closet. Your idea of reviewing the exploration type games is also something I'm looking forward too. Can't wait!
This game has a great future!
Wonder if it would make sense for combat skill to be based on the higher of strength or dex maybe? Either way really regretting not backing this kickstarter, hopefully the reprint gets enough interest 🤞
A suggestion about encumbrance: instead of all the bookkeeping, you could simply decide that strong characters could carry a lot, and other characters like mages and thieves should carry relatively little. and then, just kind of keep it relative. -Toby
Yeah. I prefer this kind of abstraction.
Looking forward for your following videos.
I kinda like that LoD is old-school but still breaks some routines.
In Magic Realm the combat is handled a bit different on the first round than later ones.
So this made me think (a priori making house rules without playing LoD...thats me)
What if the character could use STR instead of DEX on the first engagement, when the character moves adjacent to a new enemy and rolls to hit. I mean this could be seen as a some kind of ”charge” interpretion. And to use STR instead of DEX the character would definitely need at least one square movement towards the target.
First, for Daniel and the League of Dungeoneers! ; )
Hello Daniel!
Really enjoying your coverage of LoD so far. I know you have a couple more videos planned on the game, but is there any chance of doing a couple play throughs on the channel?
Thanks. I don’t typically do play throughs. Not my forte. And I don’t like dealing with comments that point out every little mistake. It’s not fun. :)
It really does make more sense that weapon skill is derived from dex rather than strength. Think of it in real world terms. Who would be naturally better in fighting, a very agile person with good manual dexterity or a body builder? And they compensate for this with the class bonuses. Not to mention that you rolled very poorly and then only boosted you highest roll with +3 points when you could have taken +10. So, as a dwarf, you could have put the 7 on Dex and then added 10 points, and another 10 for warrior, making your skill 52. But if you put good points in Strength, you could use bigger weapons with one hand or weapon and shield for maximizing defenses as a tank class. You wanted to be more of an offensive fighter, just go with a 2hand weapon and your str doesn't need to be as high maybe. Myself, as a dwarf, I would be less concerned with combat skill and raise my Con and work on getting it up to get natural armor and combine that with heavier armor when you can afford it to make him really tough and be a meat shield for your party. Let them worry about killing stuff and you defend them.
Glad it makes sense to you! That's all that matters.
i might try house rule that Dwarf uses STR and everyone else uses avg of STR and DEX to calculate CS value. Maybe force the Dwarf to have a minimum of 30 DEX to qualify to use the STR vs DEX to calculate CS home rule.
New to this game, so Im not sure, but the Warrior skills list said that you get +3HP, which it doesn't appear that you noticed.
Added off camera.
Agree at first glance it is a shame about the skills being mostly Dex/Wis driven. I think anyone with some experience of D&D character creation will automatically focus on these without much knowledge of how this could effect gameplay later on. Personally I would have aligned skills more evenly, For example:
Combat = Str
Range = Dex
Dodge = Dex
Pick Lock = Res
Barter = Res
Heal = Con
Alchemy = Wis
Perception = Wis
Foraging = Str
However this is just my gut feeling without really knowing that much about the overall gameplay, I'd be very happy to be proven wrong later! 😁Looking forward to seeing how this does play out, and getting this on the table myself. Thanks for the great LoD videos so far Daniel.
Maybe combat skills relying on dexterity was a thematic decision? In a lot of Rpgs if you play a thief for example, you have to make him strong if you want him to be useful in a fight. And if strength dictates what weapons you can use, the stronger weapons that do more damage would need higher strength. Maybe damage is based more on the gear you use.
But you're right, people have to start playing it, to see how it turns out. It does initially seem weird that Dexterity is such an important stat.
Actually, you don't need to make a thief strong in most games to make them good at fighting. Most of the games I play have a weapon category called finesse or something like that, which let's thief / rogue characters use their DEX stat rather than their STR stat in melee combat.
Yep I’m thinking the same for the thief example, also those character types tend to be equipped with ranged weapons which would use the Dex score anyway. Perhaps a house rule could be that Class 1/2 weapons are Dex based, and 3+ weapons (excluding ranged) are Strength? Just thinking out loud, don’t want to take away the huge effort and dedication Michael has invested in this game 😊
Top stuff Daniel. Great video, really enjoying watching your stuff, keep it up! 💪
Maybe change Strength to drive combat skills? Would it hurt the game?
I think it would mess up things with how the game is made. It's just weird to me that there isn't a single skill based on strength.
Wonder if they’re gonna reprint this anytime soon? Maybe I just missed it. Would like to purchase this game one day. Looks awesome! Not a fan of dungeon universalis until they get it revised a bunch. From what I’ve seen, it’s too early to but that one yet.
A reprint campaign happened early this year / late last year.
Nice video, thanks for the walkthrough. I backed this game and am very excited to get it... But I'm nervous now about the whole Dex dependant combat. I don't picture dwarves as poor fighters, and my friends won't either. I'm afraid that'll really turn them off of the game.
Worry not! The Dwarves I've played could hold their ground and the dwarf in my current gaming group has really kicked a$$. There is no pointy-ears to match him. But I won't lie to you...some have died along the way. That's the life of an adventurer...
It’s just something to get used it. Threw me for a loop. Not sure if I like that part yet, still feels weird to me. By that could be because of decades of baggage.
@@TheDungeonDive Just practice your dice rolling and assign more points to DEX and you'll start the game with a 50/50 chance to hit. From there on you'll be a Gotrek in no-time ;) That series of dice rolls must have been one of the worst in character creation history :D
Haha. So true.
Worried that the over-reliance on Dex might make all the martial characters seem the same. Will play RAW but might have to home brew a STR based class of my own. Great video Daniel.
First of all: Thank you for your video. Very interested in the gameplay video. According to all the runthroughs I have seen so far, I am very irritated about the "Hype". It seems to be very repetitive without the hilarious atmosphere of Brimstone. I understand that LOD ist supposed to be n oldschool game but running through several rooms without anything happening is not oldschool to me, it is boring. And seeing your To Hit chances make me really sceptical about the gameplay. That is good about the Darkest Dungeon board game. You hit most of the time. It is only about critting or not. Feels very satisfying.
If you enjoy WHQ and AHQ, you’ll enjoy this. If you don’t like those, this probably doesn’t have a lot to offer you.
@@TheDungeonDive The biggest problem so far: Empty dungeons. Especially Brimstone fixes that with its exploration tokens, Darkness track and Growing Threat concept. In LoD there is no change of chance in its exploration as it seems. In both playthroughs nothing happens. In 40 minutes of a game like Descent LotD or Sword & Sorcery, so many things happen (Events, Spawns, changing Goals etc.) Both LoD playthroughs lack excitement due to the empty dungeons. Simply nothing happened there which is not a good sign for its overall design in my opinion.
LoD can definitely have empty dungeons. I happen to like that. But I know some don’t. There’s always something to do though. Every door and chest could be trapped and locked. Almost every tile can be searched which can trigger traps. And the threat value is constantly ticking up so the danger is always right around the corner, and almost always comes when you don’t want it to.
if I rolled 1,2,2,2,7 my hero would decide against adventuring and his brother would go instead
Probably a smart move.
Wow... looks like the game needed a lot more proof reading. The game has an active FB group, would have been easy enough to recruit some proofreaders... your comment about what dwarves are good for resonated with me. I look forward to getting my copy and hopefully won't have to print 50 pages of errata or mark up my beautiful rule book :(
Hi Dave! Trust me, every mistake or omissions stings me, and probably more so than anyone else. But in all honesty, the errata and FAQ is shorter than what most other games released from big companies that I've played. That's not an excuse though as there should be 0 errors of course (my daytime job is as a quality engineer)...but it's worth putting things in perspective. And I promise to be active with updates should the need arise.
Yep! Hopefully us early reviewers will find the things that need fixing, so everyone will have an up to date FAQ when they get it!
@@leagueofdungeoneers2523 hey Michael! I think you did a great job. I bought a copy of your original pnp :) started playing and then the KS came along; Put everything away in anticipation of playing your magnum opus in its revised form. It might be nice if you could create paste up versions of the FAQ, that way we can print them on label paper and update our hardcovers in the nicest possible way.
The 1.6 version I have just needs more situations, and to be organized differently so rules are closer to explanations or tables. Index too. Right now I just use book marks to help me find things. I am excited to get the new edition. 😊
@@davelandrytube That could probably be done! :)
I couldn't find the rulebook available anywhere. As far as I can tell it isn't freely downloadable. I can't help but think if it was made available Michael could have leveraged the entire community to help find and fix the rulebook issues prior to printing.
You can play the entire game with just the rule book, so it’s not free.
Hoping that the second edition of this game can rework the skills aspect as I love the overall concept but dont want to be forced down a DEX route.I prefer the stereotypical system which allows me to have strength, intelligence and dexterity based skill options from the outset.
Hi Martin! Thank you for your input. But let's say I would introduce a playable species down the line that is super strong, but almost on the clumsy side. If combat was based on STR, that character would hit super easily and hit super hard as well. That feels off to me. I want to have a wide playing field were the characters can hit easily but not so hard, or hit less often but really hard. And with experience these will meet, creating a character that both hits easily and hard. But I totally get that STR is usually the base for melee fighting so it might take some time to get used to. And, if the vast majority of players still wants STR after playing it, I'm not so stubborn that I can't change my mind :D
@@leagueofdungeoneers2523 hi mate, this is my most anticipated game and I thank you so much for your energy and creativity to create such a project that we can enjoy.
Thankyou also for your receptiveness to new ideas.
I will buy the second printing of the game on gamefound. Are these character sheets in A4 paper size? Because I want to scan them.
Man. Big oof with this str/dex issue. I mean i get the point of a thief not being able to be a good fighter with no strength. But the flip side is now big strong warriors are wimpy fighters. It really seems like Daniel's suggestion about certain weps using dex stat and other weapons using str stat is the best option. I will most likely make this change with possibly the addition of stat minimum requirements for more powerful items. Warriors being made to suffer because of thieves is bleh. LOL. But I have a biased hatred toward thief classes like it seems the creator has a bias love.
Does anyone know if backers will get access to a pdf of the rulebook? It would be nice to have an updated pdf so we don't have to flip back and forth between a hardcover and errata.
The PDF was a separate purchase in the Pledge Manager, but May there is a way to purchase it after the fact.
I could be wrong on this but I understood the char stat rolling to be like old school D&D, where you don't roll and pick but instead you roll in order. So first roll is STR 2nd is CON etc not rolling all then choosing.
It's also worth noting, that I believe DEX and CS are across the board the easiest stat to increase. That said, a note to all, once you create your character the main stats and sub stats will be separate from each other, so increasing DEX will not increase CS after you start the game.
A warrior, Barbarian, Warrior Priest and Rogue could add +5 combat skill per level if they feel they need it.
Edit: I couldn't find any info on how carrying the shield works. It has a class, does it get added together with weapon, so for example your dwarf is Class3+Class1=Class4. Or is it simply you can 1H class 3 so a Class 3 weapons and Class 3 shield would both be fine?
I always roll and choose.
Although I grew up with AD&D, and I'm familiar with the bonus/penalty ranges in games, I dislike them now. I want a game's mechanics to recognize that an eleven is better than a ten, a ten is better than a nine, and so on. I would rather have a system that has a range of +3 to -3.
I'm still counting on the overall scope of this game to win out in the end.
I think that's one of the benefits of a D100 system. a 30 is different than a 31. A 31 gives you one more percent chance to succeed.
So the chart that started with a +1; that was for damage? So strength impacts encumberance, dmg bonus, and permitted weapons? That's not bad.
I suppose a strong dwarf always has dwarven lock picks handy, so there's your strength skill! ;)