Also in Realms IIIl, there's no need for keeping track of logistical supplies such as food, lighting, etc. The game assumes that an adventuring party is well-equipped. There is ammunition, but it's simplified where the party shares ammo in a common pool (sling bullets and arrows). While it's fairly easy to rest at an inn when you're traveling on the surface -- when you're trapped several floors deep in a dunjon and you're low on spell points, you get a real sense of urgency.
That's good. I've rarely liked RPGs that require you to eat or make seeing (torch, spell) in a dark area annoying. Also, pooled ammunition is a good compromise to unlimited ammo or constantly having to have it equipped.
The aging thing is really not a big deal in the slightest to me, but since you were making some concessions for successive generations of baddies if the players chose to continue after winning, I thought you might have put something in there. Good stuff, regardless.
Also in Realms IIIl, there's no need for keeping track of logistical supplies such as food, lighting, etc. The game assumes that an adventuring party is well-equipped. There is ammunition, but it's simplified where the party shares ammo in a common pool (sling bullets and arrows). While it's fairly easy to rest at an inn when you're traveling on the surface -- when you're trapped several floors deep in a dunjon and you're low on spell points, you get a real sense of urgency.
That's good. I've rarely liked RPGs that require you to eat or make seeing (torch, spell) in a dark area annoying. Also, pooled ammunition is a good compromise to unlimited ammo or constantly having to have it equipped.
The aging thing is really not a big deal in the slightest to me, but since you were making some concessions for successive generations of baddies if the players chose to continue after winning, I thought you might have put something in there. Good stuff, regardless.
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Bill Loguidice, Managing Director | Armchair Arcade, Inc.
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Bill Loguidice, Managing Director
Armchair Arcade, Inc.