Back in January, I reviewed Romance of the Perilous Land and it's fair to say that I liked it a lot except for the quirks in the task system because difficulties were non-linear. We had a chat about it on the Tavern, and I did some basic analysis. It wasn't a deal breaker for me, but it was irksome.
It appears that the author, Scott Malthouse, has had similar comments elsewhere as he has published an alternative system for difficulties on his blog (and asked for feedback). Essentially, it switches the difficulties to linear (i.e. an equal penalty for the difficulty no matter what level you are).
I dived back into the mathematics to compare old and new.
Does this fix the quirk? Yes, although I can also live with the idea of just writing the mods on the character sheet.
However, making the difficulties fixed in the same way the HD of an opponent is makes sense and unifies the system. The only remaining quirk is that the first jump in difficult gives a four point hit, and three points thereafter. However, that's the nature when you're going in a range from one to ten with no possibility of a half value.
Definitely worth exploring (and had it been in the game originally then it would have made the review a lot shorter and more positive).
I still wholeheartedly recommend this game.
10 May 2020
It appears that the author, Scott Malthouse, has had similar comments elsewhere as he has published an alternative system for difficulties on his blog (and asked for feedback). Essentially, it switches the difficulties to linear (i.e. an equal penalty for the difficulty no matter what level you are).
I dived back into the mathematics to compare old and new.
Link to original Google Sheet by clicking here |
- A simple task is the same in both systems and less of a challenge than a 1HD monster.
- A regular task is the same as a 4HD monster
- A tough task is the same as a 7HD monster
- A severe task is the same as a 10HD monster
- All non-simple tasks are now harder at lower levels and easier or the same at character level 10.
Does this fix the quirk? Yes, although I can also live with the idea of just writing the mods on the character sheet.
However, making the difficulties fixed in the same way the HD of an opponent is makes sense and unifies the system. The only remaining quirk is that the first jump in difficult gives a four point hit, and three points thereafter. However, that's the nature when you're going in a range from one to ten with no possibility of a half value.
Definitely worth exploring (and had it been in the game originally then it would have made the review a lot shorter and more positive).
I still wholeheartedly recommend this game.
10 May 2020
No comments:
Post a Comment