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Content

Okay today I implemented all your comment suggestions from Day 1! Hopefully I've done them justice, let me know if you have feedback/catch more.

Chapters worked on today:

Creating An Adventurer✔️: Minor fixes, added Speed.

Playing The Game✔️: Updated Death and added Falling Unconscious to make things more clear.

Combat✔️: Now combat is all explained player-side while removing the idea of monsters or enemy's. Now combat is the same for adventurers and non-adventurers.

Non-Adventurers: ❌ Started this section but I need to make the tables to make Non-Adventurers and start a bestiary of ones I've designed. I've started converting the cards from the existing monsters in the book to make this happen! 

I've made the Cauldron of Gloom as the first experiment for items that contain spells, which I'll explain tomorrow, but new magic is gonna look a bit like this: spell cards and miscast cards will be two different cards that can be interchanged, I have an interesting system for this that ties up all our other magic ideas! Stay tuned.

Attached is Day 2 of Rule fixes. Thanks for all the feedback, keep it coming!

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Comments

Decoy

I've definitely found through playing Sharp Swords and Sinister Spells that player facing gameplay/combat makes things way smoother and much more intuitive for players.

Anonymous

Great changes! The falling unconscious & death situations are much clearer now! Notes: pg. 14 - Combat - the first letter of the first sentence is a capitalized T instead of a capitalized A in the word "After" pg. 14 - "The initiater of the combat rolls" and "the initiater and their allies" - I believe the right word here is "initiator", though it might be a case of different spellings of English? Just thought I'd point it out. pg. 14 - "If the attack total is equal to greater than" - I would rephrase this because at the moment it reads as if it should be "equal to or greater than", so perhaps if it's just supposed to be higher it could be like this: "If the attack total equals a number greater than the defender's Armor Value" or "If the attack total is greater than the defender's Armor Value". pg. 14 - Critical Hits - here you say "add an additional die of damage" where before you've referred to it as a "damage die". pg. 15 - I think you should explain what "Advantage" means because new players wouldn't know that they get to roll twice and choose the higher number. pg. 15 (question) - will you add a list of Stunts here in a later version to explain what they are, or do they appear later in the book in more detail? pg. 15 - "Defenders with their majority behind cover grants them +4 to their Armor Value". This should be either "Defenders with the majority of their body behind cover add +4 to their Armor Value" (this version reads the same as the sentence before) or "Having the majority of their body behind cover grants Adventurers +4 to their Armor Value" (this second version is if you don't want to say it in the same way, but I prefer the first version). I love the fact that you're including a non-adventurer generator in there, as for me D&D was lacking in this area because they gave people many different tables and explanations but not an easy way to quickly generate a fun creature. Hope my notes helped, and I look forward to reading the next versions :)

miscast

Fantastic! Massive help. I'll make these changes happen for the tomorrow's version! Thank you so much.

Anonymous

Yeeee!!!! This is all so exciting. Can’t wait to read over everything!

Anonymous

I never want to seem rude for correcting any grammar, and I know Forest Blue already has it covered, but in paragraph beneath the Helping Hand header, "that in value in koppa" could be slimmed down to "that value in koppa," for conciseness.