First session report.
The implied setting and the feel work perfectly within this rule set.
Mechanically, the nerf to how many times a skill can be used calmed the battle flow down quite a bit. Still faster than most ttrpgs and brutal combos can be and were had, but nothing like a single character wiping the board solo.
Using a room target worked out exactly like I wanted it to work. Kept the flow moving and everyone knew if they succeeded at any roll very quickly and easily.
Wounds did not come up as armor wasnāt broken in the single combat we had.
The big change to making every enemy attack a REACTION roll tied to different stats is the real beauty imo. All the players enjoyed it and it kept everyone engaged during combat.
Pushing gear is still a thing of beauty. Thanks Hank!
The narrative outside of combat flowed smoothly without making players roll for things. Instead I would place a time cost on actions. For example, they were traveling alongside a river from point a to be. I didnāt make them roleplay the whole trek, but I did have a short list of encounters, d6, that they could see. One was finding four human and two Dwarven men hanging from a tree on the other side of the river. Two players wanted to cross and let them down, to help get the vultures off of them. They asked what they had to roll, I said nothing, but if you want to cut them down and give them proper burial, itāll be 9 hours(rolled). They decided to spend just an hour to cut them down and continue on their journey.
All in all the group wants to continue the game and I do as well. I want to really push combat the next time we play in two weeks to see what is what.
I encourage anyone interested to try this out and let me know how it goes for you!
KingWook