Just played DIFS for the first time with the kids at work. Everyone enjoyed themselves (they hotwired a sub generator to a harpoon and electrocuted a starspawn!). However, we noticed some snags in the rules:
No system of health counting. While you can tick your armour plate to "ignore one hit", nowhere else is it stated how many hits an ironfisher has, nor how much damage a given attack will do.
Also, the exploration tables don't really give a clear idea of when to use which table. When does a location lend itself to wanderers and threats specifically?
Hi! This is the page for Home of Evil, but I'll have your points for an update of Dwarven IronFishers from Svarima. In the meantime I'll clarify through here: · An Ironfisher has no hit points, as all hit are counted like narrative injuries. Also, because most of the damage one can take is certain death. · The long list of options in the Explorations, are just if the person wants to define it randomly or wants to choose something on the lines of the appropiate for the setting. For example, if you are the GM and you want to put a threat at random. Most of the time, you will use the "Fortune" skill that let's you choose which characters, locations and threats you encounter.
Thank you for taking the time of playing this game, and I'm glad to hear that you enjoyed it. Let me know if you need anything else.
I like the concept that the group needs to agree who they are and also what kind of rumors there are about the haunted house. Seems to be easy to start from a GM point of view.
It seems I am missing something to understand how the dice rolls are supposed to work. Under Dangers and Risks skills and talents are mentioned, but only there and not before under character creation. Is it meant in a way that a guest usually have one die plus one from the matching role? Or is it meant in a way that guests write down a few skills and talents to their liking before starting the game?
Not sure how to run this as the host. Are manifestations of evil and rewards supposed to be combined? Also the ... at the end of the table for the dice rolls are unclear to me. Are they for inspiration or are they meant to combine with something I am overlooking?
It seems there was a translation problem, so I updated the files (and added a new printer-friendly version if you want to print it in black and white)
You can find the corrected text in this new version, but these are the clarifications: · You roll a basic die. Your Role's Talent (the special effect that each Role has) can grant you one more. And you may even one more if your action has a very good advantage. · Manifestations of Evil and Rewards are not necesarily combined. Manifestations of Evil appear when *visiting* a room, while Rewards only appear when *examining* a room. That means that you probably encounter something dangerous before something useful. For example, a ghost may appear when you enter the room, but if you have the time to look under the bed, you may find a key. · Rewards (from the table)are very situational, you may define what's useful depending on what the group is looking for. It's considered by default that a place has everything that could make sense on it (like soap on the bathroom or wood in the fireplace), so the Rewards table is for outstanding things. Maybe like an axe on the shed or a grimoire in the library).
Hope this helps, Kuchenklau! If anything, please tell me.
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Just played DIFS for the first time with the kids at work. Everyone enjoyed themselves (they hotwired a sub generator to a harpoon and electrocuted a starspawn!). However, we noticed some snags in the rules:
No system of health counting. While you can tick your armour plate to "ignore one hit", nowhere else is it stated how many hits an ironfisher has, nor how much damage a given attack will do.
Also, the exploration tables don't really give a clear idea of when to use which table. When does a location lend itself to wanderers and threats specifically?
Hi! This is the page for Home of Evil, but I'll have your points for an update of Dwarven IronFishers from Svarima. In the meantime I'll clarify through here:
· An Ironfisher has no hit points, as all hit are counted like narrative injuries. Also, because most of the damage one can take is certain death.
· The long list of options in the Explorations, are just if the person wants to define it randomly or wants to choose something on the lines of the appropiate for the setting. For example, if you are the GM and you want to put a threat at random. Most of the time, you will use the "Fortune" skill that let's you choose which characters, locations and threats you encounter.
Thank you for taking the time of playing this game, and I'm glad to hear that you enjoyed it. Let me know if you need anything else.
please approve the co-op bundle here https://itch.io/bundle/2528/edit#participants we are waiting for you on others as well
I like the concept that the group needs to agree who they are and also what kind of rumors there are about the haunted house. Seems to be easy to start from a GM point of view.
It seems I am missing something to understand how the dice rolls are supposed to work. Under Dangers and Risks skills and talents are mentioned, but only there and not before under character creation. Is it meant in a way that a guest usually have one die plus one from the matching role? Or is it meant in a way that guests write down a few skills and talents to their liking before starting the game?
Not sure how to run this as the host. Are manifestations of evil and rewards supposed to be combined? Also the ... at the end of the table for the dice rolls are unclear to me. Are they for inspiration or are they meant to combine with something I am overlooking?
Hi, Kuchenklau. I'm glad you liked it.
It seems there was a translation problem, so I updated the files (and added a new printer-friendly version if you want to print it in black and white)
You can find the corrected text in this new version, but these are the clarifications:
· You roll a basic die. Your Role's Talent (the special effect that each Role has) can grant you one more. And you may even one more if your action has a very good advantage.
· Manifestations of Evil and Rewards are not necesarily combined. Manifestations of Evil appear when *visiting* a room, while Rewards only appear when *examining* a room. That means that you probably encounter something dangerous before something useful. For example, a ghost may appear when you enter the room, but if you have the time to look under the bed, you may find a key.
· Rewards (from the table) are very situational, you may define what's useful depending on what the group is looking for. It's considered by default that a place has everything that could make sense on it (like soap on the bathroom or wood in the fireplace), so the Rewards table is for outstanding things. Maybe like an axe on the shed or a grimoire in the library).
Hope this helps, Kuchenklau! If anything, please tell me.
Thank you for the clarification, that makes it clearer for me. A printer friendly version is a really good idea as well!