K...: Rfc - Tri-fecta - Dungeon Rules - Dom Llamas,
We are looking to tighten the tactical experience of our crawls. The goal of the system is to balance risk, reward, and resource management into a cohesive "rule of three" that dictates every encounter. Parallel to this, the new DUNGEON RULES provide the environmental "laws" that keep every run feeling distinct and dangerous. I. The TRI-FECTA Mechanics
Should Dungeon Rules become more punishing based on character level, or should the environment remain a static "hard" floor?
Total darkness now adds a +3 difficulty modifier to all checks. Torches are no longer just flavor; they are life-support. RFC - TRI-FECTA - DUNGEON RULES - Dom Llamas, K...
How should the specific environmental hazards of the K-Sector interact with the Resolve pool?
A shared party pool. If Resolve hits zero, the "Dungeon Fear" kicks in, forcing a retreat or a high-stakes "Last Stand." II. New DUNGEON RULES (Standardized) We are looking to tighten the tactical experience
This "Request for Comment" (RFC) post is designed to be shared in a community forum, Discord, or internal design document. It frames the and DUNGEON RULES as a significant update or "expansion" to the current gameplay loop, inviting feedback from the community or team.
Necessary for spellcasting and environmental interaction. Focus regenerates only when staying stationary. Torches are no longer just flavor; they are life-support
Does the "TRI-FECTA" feel too restrictive for melee builds?