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I love the dice mechanics in this, the immediate success / failure of the contested d10s feels so streamlined. The wilderness / forest vibes of the setting are also really grabbing me, excited to run this in the future!

Thank you for checking it out! I was very inspired by Ironsworn's dice mechanic but trimmed it down to just use the d10 vs d10.  It makes combat really unpredictable.

I'm a gamer from Japan and I tried the solo play of Moss Cloak. Even though I'm not proficient in English, I found the content easy to grasp, and both the mechanics and world are incredibly charming. Thank you for such a wonderful game.

Thank you very much for the kind words! It means a lot to me!

I just ran into your game randomly today, as I was looking for some ideas for my own game and I have to say, I having read it, I think you did a great job.
I had some small confusion figuring how combat damage worked already, I had to do some searching in diferent areas, Damage, Armor and combat Resolution, seems a bit wierd why would I ever pick Reposition other than a narrative reason.

And for leveling up regarding Grow Stronger, if a player doesnt pick Grow Stronger at level 1 they cannot pick it at level 2 correct, the advancement is permanently lost?

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Hey there sorry for the late response. First of all, thank you so much for checking out my game! I appreciate the feedback, hopefully, I can clear things up.

  • Damage is determined by a damage die tied to either your weapon or the Beast/Foe's damage die. The Beast/ Foe's damage die also represents their health. For example, if you're fighting a Bandit, their damage die is a d4. So their health would start at 4 and if they hit you they deal 1d4 damage. 
  • Armor can "block" or negate incoming damage by a Beast/Foe up a set number of times in a single encounter. Light armor can negate damage once, Medium armor can negate damage twice, and Heavy can negate damage three times. Once all the blocks have been used the Armor cannot block any more until it's repaired. 
  • The Reposition move was initially intended for more narrative purposes but that's the one move I was thinking of making to allow the player to gain an advantage like a +1 to an attack roll on your next turn.  ( Your feedback is happily welcomed on how you would like to see that move used if at all)
  • Finally, for the Grow Stronger advancement, I intended to make the power progression not spike up as fast as possible so someone would not take it at levels 1,2,&3. Immediately stepping up your damage die from what it was to a higher level felt like it was too fast so I delayed it to only be available at levels 1,3,&5. 

If I get more feedback I can make additional changes as what you've brought up are valid concerns and questions. These were just what worked for me during my playtesting but having new eyes on it is even more helpful!