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- Don't expose him! Its like an unadulterated database. We can see if all those DIY theories are correct because we have someone who is uninfluenced by them.18w
- Yes, it's really more like a minimalist game than D&D.
I haven't found that either. I would also give a first level char a d6 like the monsters.18w
- That seems basically like World of Dungeons18w
- erm.. nope.
WoD has classes, this ruleset hasn't.
WoD uses a six-stat collection, this hasn't.
WoD has skills, this hasn't.
WoD has magic-users, this ruleset does not have one by default, even if it allows some magic spells to be cast.
WoD uses 2d6+stat, with the three-tier result ranges from AW ; this uses d20+bonus against DC.
What's way more interesting than the inner minimalist mechanics is the way he builds the game and how he delivers its intentions:
* the Describe/Roll/React sequence is teaching the rhythm of a RPG
* the simple turn order to resolve this task faster with less bookkeeping
* the simple monster stats to avoid having too much detail on every monster and sketch NPCs/Monsters in a fraction of a second,
* the Timer/Treat/Threat also gives fundamental assets for the GM to build each room with an interesting challenge to overcome,
* the one room DC - it has interesting effects if you graduate your rooms, the more you get into the dungeon, the bigger the DC (so, mechanically, the bigger the threat, the better the Treat),
* Spaces not feet: again, less bookkeeping ; it reminds me of the "Distances" section in The Black Hack.
With that kind of framework, the ruleset won't get in your way when you want to build your story and the characters are free to act ; but most importantly, players are learning how to RPG and your GM is also learning how to throw interesting challenges at the PCs18w
- Great summary, I will steal that and add it to the post.18w
- please, steal away!18w