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Arcane Ugly Update: Combat can feel like a slog when you miss attacks a couple of rounds in a row, so I've added weapon abilities to the starter weapons so players have more options when they miss an attack. Starter weapons come in the form of Treasure Cards now, which helps with teaching how slot mechanics work in the rulebook. I haven't done the art for the weapons yet, and each weapon will have unique tables on the back as well, at the moment they're all the same. In play testing, players would often roll the same descriptors and this will eliminate that. Changes are attached below!

Working on new terrain templates as well, quick and dirty ones to encourage people to play some of my fav non-gw games.

I'll record the Q&A tonight, so its not too late to get questions in if you have 'em!

Thanks!

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Anonymous

A question about your journey with Arcane Ugly: what do you wish you had known way back when you started, and what's one piece of advice you would give someone who wants to make their own TTRPG now?

Anonymous

Will you do Monsterbash 3? And will it involve the viewers or patrons?

Anonymous

Those "if you miss" abilities are neat ! Great thoughts !

Warren (Stephen) Rose

I used to be a teacher's aide for a computer game design class where we talked about interviewing experts we'd met at cons and such but never actually followed through on setting something up with them. Theoretically, if an appropriate college or university teacher - such as game design or 3D printing - reached out to you, would you have a Zoom (or similar) video conference with their classroom as an expert? :)