New Rule Updates: Improved Gameplay Flow
Hey everyone,
I've got some small but hopefully great updates for you that should significantly improve the gameplay flow!
A New Escape Rule for Deeper Dungeons on page 31
Who hasn't been there? You're deep in the dungeon, your health is critical, and you have to flee. Until now, that meant a long, arduous, and risky journey all the way back to the entrance. It's not just time-consuming, it can also be frustrating. That's why there's a new rule for "Camps" at the start of each new floor! Once you've successfully completed a floor, you can set up a camp there. When you flee, you now retreat directly to this safe haven instead of having to retrace your steps through the entire dungeon. You recover there completely, but the price for fleeing remains: you still lose gold based on your level, and all your collected clues are lost.
I hope this change makes the adventure more exciting and saves you from unnecessary frustration! Let me know what you think!
Another small but neat adjustment concerns the Trap Table on page 29!
Until now, successfully disarming a trap simply meant you avoided the worst. Now, there's a small reward for your dexterity: if you successfully disarm a trap, you may now search the room or passage as a direct reward. I hope this makes the decision to disarm a trap more worthwhile and adds a small sense of accomplishment to the gameplay!
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Get Grim Dungeons and Ancient Lore
Grim Dungeons and Ancient Lore
A Solo Fantasy Dungeon Crawler with old-school look and feel
Status | Released |
Category | Physical game |
Author | Sasha Jarkaz |
Genre | Role Playing |
Tags | Dice, Dungeon Crawler, Fantasy, Roguelike, rules-lite, Singleplayer, solitaire, solo, Solo RPG |
Languages | German, English |
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