Just a few small adjustments to the text this time around.
- Fixed a small error in the skill rank experience point cost table.
- Athletic trait added to the positive traits section. The trait gives a character a +1 to dexterity, allowing for players to raise a starter character’s dexterity to 15.
- Description for musical instruments in the item section has been changed completely. Previously, musical instruments could be used as a one time effect in combat against adults to cause them to lose a turn. The new description removes that entirely, and sees instruments used only as a tool to cast spells from the recently added rocker spell book.
- The L’il Devil Cajun Sauce item has been adjusted. Characters with the iron stomach positive trait do not take 3 HP damage when using the item, but only gain +1 to movement instead of +3. Essentially, it doesn’t affect them as severely as it does children without the trait.
- The cost of skateboards was adjusted from $80 to $100 to reflect their cost in the weapons section.
Additionally, I recently posted the game rules on a Reddit thread discussing home brew game mechanics, and received some excellent suggestions. I’m going to be trying a few of these out in the next couple game sessions.
One suggestion was to drop automatic dodge rolls in combat, and give characters a limited number of dodge rolls based on their dodge attribute (usually dexterity). I might limit everyone to their dodge attribute value divided by three (rounded down) for the number of times they can try to dodge per combat. So if a character dodges based on their dexterity attribute value, and their dexterity is 12, they would only be allowed 4 dodge rolls per combat (12/3=4). The attacker than would get an automatic hit as long as they made their to-hit roll whenever their target does not or cannot dodge. This should hopefully speed up combat a smidge.
Additionally, it was suggested that critical hits take place when someone rolls a certain number above or below their goal, rather than just at the high and low ends of the roll spectrum. The way it works now, a natural roll of 3 or 4 is a critical success, and a roll of 17 or 18 is a critical failure. The new method I plan to try would see criticals when someone rolls 5 or more points higher/lower than the attribute. For instance, if someone is rolling to hit with a ranged weapon, they use their perception attribute to determine if their roll is a success or failure. Someone with a perception of 14 would need to roll 14 or lower to succeed in their hit. Previously they would have only had a critical success if they rolled a 3 or a 4. With this method, any roll of 9 or lower would count as a critical, since the margin of success is greater than 5.
This would make it impossible for that person to roll a critical failure however, since 5 points above 14 is 19, and you can’t get that sum with a 3d6. So it might be best to use this new method in addition to the previous method, allowing for a wider range of critical rolls while still assuring 3, 4, 17, and 18 always count as criticals. If 5 seems too small a number for this, meaning too many critical rolls are taking place, I might experiment with greater numbers for margins of success or failure.
All of this will need some play testing though before I’ll be ready to change the game text to reflect the new ideas, so I’ll have a better idea of it all in a few weeks.