Adjusted wagers with ghosts, missile weapons, starting health, and armor


Doing a little playtesting, and it's not very fun when you are wagering your maximum health and lose some. Not so bad if it's just your current health. But different tables may have different takes. So I introduced ambiguity by striking "maximum health" under Wagers with Ghosts.

Also found that starting with 4 health is just too fragile to be fun with my rules for certain melee damage. So I raised that to 7 health, which is the "typical" for Maze Rats monsters / NPCs.

Made missile weapons more responsive to character's DEX and AB in terms of how much damage they do. With a little variability because of random hit locations.

Armor now is distinct between light (+1 to Danger Roll) or heavy (in each clash, ignore instances of harm less than 1d).

Files

sg-umf.pdf 280 kB
Jan 20, 2023
szczuri.pdf 271 kB
Jan 20, 2023

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