Message:The outcome of failure is small. The accumulated outcome for repeated failure is death.
I think the swing of D20 rolls to find outcome should change. There are twenty Conditions. About ten are easy, eight are hard and two are vicious. If you hit the vicious only once or get warned that this place is the vicious place, that could change play.
Also, the Climax might have a counter. I like term clue-points but it's just a counter. Start at DefMod-10. Complete a Bull site or two flowers and it declines by one. Some places, dangerous ones like Ragnarok and Dragon should drop the number by two or three. Some Towns would add back a point or help to drop a point. Some Ruins and Gold would be bad to enter, help enemies.
The climax is the point focus of play. Yet now it is just something that occurs at two hour mark. I added the extra day to help me have time for Hero Wars and because I think we need some saunter at our ages.
====Reminder====
Conditions (d20)
1 or less: All players must attempt both tasks until success.
2: All players must attempt both tasks until success. There is a D4 Silver stones as reward here. But a random player adds a Magic Restriction.
3: All players must attempt both tasks once.
4: All players must attempt both tasks once. There is a D4 Silver stones as reward here. But a random player takes a D4 damage.
5: All players must attempt one of the two tasks until success.
6: All players must attempt one of the two tasks until success. There is a D4 Silver stones as reward here. But gain a baneful aspect on a random Magic Item within group.
7: Each player must attempt either task. However, with any failed Stat test, the other task must be rolled as well. There is a D4 Silver stones as reward here.
8: Party must roll collectively both tasks until success. If the group lacks the Spell to cancel the task outright, the number of each Stat test multiplies by a D4; roll separately for each.
9: Party must roll collectively both tasks until success. If the group lacks the Spell to cancel the task outright, the number of PER Stat tests increase by plus a D4.
10: Party must roll collectively both tasks until success. If the group lacks the Spell to cancel the task outright, the number of CON Stat tests increase by plus a D4.
11: Party must roll collectively both tasks until success. If the group lacks the Spell to cancel the task outright, the number of INT Stat tests increase by plus a D4.
12: Party must roll collectively both tasks until success. If the groups lacks the Spell to cancel the task outright, the number of DEX Stat tests increase by plus a D4.
13: Party must roll collectively both tasks until success. If the groups lacks the Spell to cancel the task outright, the number of STR Stat tests increase by plus a D4.
14: All players must attempt one of the two tasks.
15: Party must attempt either task. However, with any failed Stat test, the other task must be rolled as well.
16: Party must attempt either task. However, with any failed Stat test, the other task must be rolled as well. There is a D4 Silver stones as reward here.
17: Party must attempt either task. If the groups lacks the Spell to cancel the task outright, the number of each Stat test multiplies by a D4; roll separately for each.
18: Party must attempt either task. If the groups lacks the Spell to cancel the task outright, the number of each Stat test multiplies by a D4; roll separately for each. There is a D4 Silver stones as reward here.
19: Party must attempt either task.
20 or more: Party must attempt either task. There is a D4 Silver stones as reward here.
Yours,
IronRed
02-Jul-2024