Updated Light rules and some QOL stuff
I don’t know why I’ve been resisting this update for so long. The light rules that have existed in this game since its inception were based on Logan Knight’s light checks, modified to work with just d6s and a roll under system, and I still really like them. But I’ve been running this game for a lot of people entirely new to RPGs over the past 6 months, and I’ve been wanting to avoid getting them bogged down in procedures. The result of that is that I’ve been running it using the light rules from Jared Sinclair’s The Vanilla Game and honestly they work very well.
I’ve finally convinced myself that I should just bite the bullet and update the text to reflect how I play this thing, since that’s the point of it. So I’ve taken the light rules from The Vanilla Game (with Jared’s blessing), and added on my own little twist about saving throws when the light source is threatened. That’s the bulk of this update.
Alongside that you’ll also find changes to a few little things:
- Updated Surprise and Encounter Distance to account for light sources
- Reworded sections that refer to things like “-2 on initiative” to change the modifer to attributes, which makes it clearer what’s going on in a roll under game
- Added (round down) to any sections that ask you to divide numbers. I may have missed some, so please let me know if you spot any!
That’s it for this update. Later today I’ll be updating the character sheets to reflect some of the recent changes (including Safe Spells Per Day) and to make them a bit more legible on screens, but I won’t push out a new devlog about that because I don’t want to spam you. In theory the next time you hear from me re: this game will be to announce the launch of The Moss Mother’s Maze.
Thanks, as always, for your support. I love hearing about people playing this game so please keep telling me about it!
Get a dungeon game
Leave a comment
Log in with itch.io to leave a comment.