Is there going to be a black & white, printer friendly (toner/ink saving) version?
admutt
Recent community posts
The game is gorgeous, but hard to read and play with the pdf on a tablet or laptop screen with the current page size set to 17x11 inches. Would it be possible to upload a version of the game that we can print out on standard letter-size paper?
Also, could it be a printer-friendly, B&W version that doesn't use up too much toner, please? Thanks!
Does every player (and the GM) get their own deck of cards, or is there just one single deck for everyone to draw from (and if there's just one deck, what is the maximum number of players you recommend?)
It's not explicit in the text, but does "Every 10 above the first is another hit" mean that players play as many cards of the relevant suit as they want (or can), and are not limited to playing just one card?
I'm confused by the final die roll in the example of play - no matter how I look at it within the rules, to me it seems to be a Success with a Complication, not without;
SD = 1, Attribute = 4, DD = 5
Since SD equals 1, it's automatically a Success; and then, because SD is less than DD and not equal to DD, we add a Complication.
Is that correct?
(I had to build a flowchart to get this straight in my head - I hope I built it correctly;
On the fourth line, I used SD > DD instead of DD < SD just to make the logic boxes consistent.)
Thanks.
In the What are the Dice? section, it says "If the Danger Die roll is equal to or higher than the <span class="fontstyle0" <than="" the="" <="" span="">Success Die </span>roll, the GM chooses a Complication" and then it also says "If you roll a Double, the same result on both dice, your Success or Failure is particularly spectacular."
So, if a player is rolling against an Attribute of 5 and scores a 4 on both dice, is that Spectacular Success with a Complication?
What if it's a score of 5 on both dice? Is that a Spectacular Failure with a Complication?
Am I correct in understanding that the dice mechanic has six types of results?
- Success
- Success with Complication
- Spectacular Success with Complication
- Failure
- Failure with Complication
- Spectacular Failure with Complication
So there is never just a Spectacular Success or Failure? They are always combined with a Complication?
Cool - that's like borrowing a trope from all those cop shows where their body armor absorbs a first shot, but then they discard it afterwards (mostly because it's dented enough to become a hinderance). One use items and gear - and finding ways to repair those things - sounds like another great way to keep the game interesting.
The new mechanics are cool! It's nice to see some ideas of how the mechanics might be massaged during a session.
Aside; In the Zombie Bites section; "a Complication means that the an uninfected Character" has an extra "the". And the end of the second paragraph it says "the better the chance they have successfully making more" should be "of successfully making more."
I think I'd be happy with narrative character advancement - maybe allowing players to adjust or add to their character description as they <narratively> put in the effort to improve.
Of course, I'm assuming that Wits and Grit Dice Rolls are for skilled actions that fall under the purview of a character's description, and Screw It Dice Rolls are more for unskilled actions. (Is this correct?)
For example, this character:
"[Trevor] is a [law-abiding] [District Attorney], who used to be a [Boy Scout]. Always ready to [debate the finer points of law], [he] [encourages] the party members [to live up to his high standards]."
. . . should probably know nothing about how to pick a lock, and if he were in a desperate situation that required him to get through a locked door, "pick the lock" is probably not something that the GM should allow the player to roll for - even using Luck via his Screw It attribute would be strange. ("Break the lock" would be more in-narrative, though.)
Then, if [Trevor] survives, the player might narrate how [Trevor] starts taking some locksmithing courses at night school, adding that information to the character description. (Of course, in-game time will need to pass.)