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Playtests and updates

Hello fine people. Remember the last time I said I was working on Wyrdlands? Yea can't use the name and need to find another. Coming up with names is hard.

On a more positive note, I had my first playtest, which was invaluable. I learned a lot by seeing how the dice work and how it comes together at the table and what I, as the GM, did and what the players did. Several areas have had a rewrite since then, mostly for clarity. A few sections I have changed completely, and others are gone. 

I realized the mechanic I used for Assisting was worse than what I wrote for Supporting Actions for the same effect. So that section got a rewrite. I also had to define the boundaries of penalties for Unlucky rolls more clearly.

Overall, the progress is great. I finished the rough for the Bestiary and Relic sections. Still a bunch of Spark Tables and example Creatures to write.

I want to keep it simple, there are 4 types of enemies in the game.

Creatures, or NPC of this type, can only take 1 Wound before they fall. They have only 1 Action and cause 1 Hit if the Character cannot defend. They can have 1 Trick at most.
Grunt  / 1 Action/ 1 Wound / 1 Hit 
Creatures, or NPC of this type, can take 2 Wounds before they fall. They have 2 Actions and cause 2 Hits if the Character cannot defend. They can have up to 2 Tricks.
Cohort / 2 Actions / 2 Wounds /2 Hits
Creatures, or NPC of this type, can take 3 Wounds before they fall. They have 3 Actions and cause 3 Hits if the Character cannot defend. They can have up to 3 Tricks. There should only be one Leader per group of enemies.
Leader/3 Wounds /3 Hits
Creatures of this level are rare and should be the highlight of an Adventure. A single one should be able to challenge a group of players. They should have between 6-12 hits. They should not dish out more than 3 Hits at once for a failed defence. They can have any Tricks desired, but 4 is a good limit to keep it manageable for you as the GM. They also have something no other NPC  has: Behemoth Actions. In each round of combat, they can do things that will require the Characters to use a variety of Abilities to defeat them.

I decided early on that I did not want a creature to cause more than 3 Hits base against a player. Otherwise, we are in the one-shot-kill territory, and that's not exciting or fun for anyone. The mentioned Tricks are like Feats or Edges in other games, but for the enemies only. Two examples are:

A character must make a Willpower Check when encountering the creature for the first time. On Success can Act normally. On a Failure, all Actions against this creature are made with a Disadvantage. 
When another creature in the same zone takes a Hit, this creature can take the Hit instead.

There will be another playtest session soon where I will try these monster classes. But on paper, it sounds easy to remember and run to me. Until next time.


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