It turns out that the players are overpowered since the change I made to monster damage. Read all about how I found out, tested it, and and came up with a solution.
Friday, 29 May 2015
Thursday, 28 May 2015
Spiders...
After last week's big fight the characters were hoping for a calm evening... Instead they were facing their gravest threat yet.
Wednesday, 20 May 2015
The end of the Skullcrushers, part 2
The situation is dire. The characters have just climbed down from the roof of the treasury, after having held it for about ten minutes against an onslaught of goblins. They now have their sights set on the chief of the Skullcrushers, a broad shouldered hulking gobling looming at the entrance to their territory.
Around the characters, fighting between the two goblin tribes continue as the advance...
This is part 2 of The end of the Skullcrushers playtest report, in which the combat comes to an end, and I discuss the good, bad and ugly of it all.
Around the characters, fighting between the two goblin tribes continue as the advance...
This is part 2 of The end of the Skullcrushers playtest report, in which the combat comes to an end, and I discuss the good, bad and ugly of it all.
The end of the Skullcrushers, part 1
Things looked grim when we last left our heroes. Goblins were aware of their position, the characters were standing right in the middle of said goblin's territory, and the rogue was quite badly injured.
Did they escape or die? Find out after this reminder about some of Solum's rules:
Thursday, 30 April 2015
Character creation
The character creation process in Solum has not really been touched for a long time, and as we've started playtesting more now it feel like it's time to revisit it.
The basic idea is for it to be fast, with very few options to begin with, but to expand this gradually as you gain levels. Basically the game gets more complicated as you level up.
This is a good strategy because presumably the players also get more proficient as they play more, and it's makes it fun to level up when you get more and more options.
The basic idea is for it to be fast, with very few options to begin with, but to expand this gradually as you gain levels. Basically the game gets more complicated as you level up.
This is a good strategy because presumably the players also get more proficient as they play more, and it's makes it fun to level up when you get more and more options.
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