The pre-generated mallard had 10 skills, just like you (attribute group x2). The other skill values (lots of 5, 6 and 7) was just the base value of the skills that wasn't choosed as main skills (attribute group x1).
I find it funny that your mallar is taking on a dragon solo. Our first party death was our Mallar physical mage and it diea not reteating when it was snatched by the big white in the base adventure.
When you roll for attributes I think you miss that it says “assign that score to an attribute of choice”. It means that you don’t need to roll the attributes in order. You roll your 4 dice’s and then look on the result and place it where you want. So the 10 result you could have placed on charisma.
@@DravenSwiftbow GREAT VIDEO BY THE WAY!!! Is it possible to make some explanation regarding magic. I am all confused about power level, rank and how to learn them. For example, you start with rank 1 spells. But when can you learn rank 2 spells? And what about 3, 4 and 5? Are they more difficult and cost more "skills" to learn? Does a rank 3 spell cost more willpower to cast than a rank 1? I am totally confused!!!
I always let the players draw first, then the enemies. If I run out of cards then I would simply continue with the next enemy going on 11 then 12 etc. Another option is to have everyone roll a straight d20 for Initiative and any ties will favor the PC's
First of all, there was nothing wrong with your pronouncination of the Name of the Swedish version of the game, major points for it acutally. As for the game. I bought the pdf version that was released in April of this year and the game is just great. It has streamelined rules, but still retains enough crunch to provide the ability to create varied characters. I'be run the included campaign roughly half way through by now and it is a joy to GM, there is no real sense of overwhelming power on the part of the characters although they have toned down the risk for final death a bit from the 80s versions. The whole dying part has a really cool rule that states that a fellow PCs can roll a persuade roll and if they make it, the PC at 0 HP can still partake in the fight by will alone, damned heroic and really, really cool! The included campaign is fun, a bit generic but it does some fun things and has some fun characters. Overall a really fun game with some very good ideas and as stated the art is just top notch. I do believe that all art was made by one man, Johan Egerkrans the same guy who made teh artwork in Vaesen (I just imagine that this man never sleeps ;) ).
The pre-generated mallard had 10 skills, just like you (attribute group x2). The other skill values (lots of 5, 6 and 7) was just the base value of the skills that wasn't choosed as main skills (attribute group x1).
STR 17 Duckfolk? I'm in!!
I find it funny that your mallar is taking on a dragon solo. Our first party death was our Mallar physical mage and it diea not reteating when it was snatched by the big white in the base adventure.
Running is always an option, even if it is seldom used by the players.
@@DravenSwiftbow It has taken a death tole of 3 so far in 3 games and no other fatalities not even my hunters Goat Companion
that artwork is sooooo nice. I saw those quickstart rules at Gencon and regret not grabbing one
starter is legally free now to get in pdf
When you roll for attributes I think you miss that it says “assign that score to an attribute of choice”.
It means that you don’t need to roll the attributes in order. You roll your 4 dice’s and then look on the result and place it where you want. So the 10 result you could have placed on charisma.
That's an optional rule, but the default is roll in order and swap any two at the end. If I were to run a game I would allow you to assign stats.
@@DravenSwiftbow GREAT VIDEO BY THE WAY!!!
Is it possible to make some explanation regarding magic. I am all confused about power level, rank and how to learn them. For example, you start with rank 1 spells. But when can you learn rank 2 spells? And what about 3, 4 and 5? Are they more difficult and cost more "skills" to learn? Does a rank 3 spell cost more willpower to cast than a rank 1? I am totally confused!!!
So what do we do when we have more turns (e.g. npc+ monster ferocity + players) than cards for combat?
I always let the players draw first, then the enemies. If I run out of cards then I would simply continue with the next enemy going on 11 then 12 etc.
Another option is to have everyone roll a straight d20 for Initiative and any ties will favor the PC's
First of all, there was nothing wrong with your pronouncination of the Name of the Swedish version of the game, major points for it acutally.
As for the game. I bought the pdf version that was released in April of this year and the game is just great. It has streamelined rules, but still retains enough crunch to provide the ability to create varied characters. I'be run the included campaign roughly half way through by now and it is a joy to GM, there is no real sense of overwhelming power on the part of the characters although they have toned down the risk for final death a bit from the 80s versions. The whole dying part has a really cool rule that states that a fellow PCs can roll a persuade roll and if they make it, the PC at 0 HP can still partake in the fight by will alone, damned heroic and really, really cool!
The included campaign is fun, a bit generic but it does some fun things and has some fun characters.
Overall a really fun game with some very good ideas and as stated the art is just top notch. I do believe that all art was made by one man, Johan Egerkrans the same guy who made teh artwork in Vaesen (I just imagine that this man never sleeps ;) ).