Erzaad wrote:Well, it could have been based on the number of talents. I didn't review the alpha too closely yet.
No free WP so far in FbL.
Fragpuss wrote:I get that it's a survival game at heart and the setting has that grim edge. But this and some of the other mechanics, like a point of damage from a fish hook if you fail your fishing roll (that's one hell of a big hook) feel like the players are getting hosed at every turn.
Fragpuss wrote:I have visions of the game slowing to a crawl when a character pushes a roll, breaks himself and then the party has to stop for an unscheduled rest while he recovers. And if he breaks his sword in the process, then it's off to the nearest town to find a smith / buy a replacement.
The1TrueFredrix wrote:It means spellbinders will likely be fatigued a lot, which fits story tropes. It FEELS right, but will players feel disempowered?
wizoroc wrote:<> The players would often rather fail a role than take the consequences of pushing. <>
Fenhorn wrote:In my two testsessions, my players had 1-5 WP most of the time. We had a dwarven fighter in the group that had a lot of WP sometimes (and none a little bit later), but he was a little bit of a gambler when it comes to pushes. A habit that almost cost him his life several times. My group have played MYZ a lot so my players know that a failed skill roll is usually worse than taking a trauma (or misery in FBL) every now and then. Most of the time, it is fairly easy to heal up. Or to put it in FBL journey terms. If you have misery you will usually heal that up after a good night sleep and some food and water but if you decide that that Make a Camp roll is not that important, then everyone will be cold and there is a high risk that no one will have any sleep.
Fenhorn wrote:You must have missed that in MYZ and in FBL (and every game by FL) a failed skill roll have consequences.