Frequently Asked Questions

What does buffing do?
When you buff an adventurer, that adventurer gets +1 to dice rolls for their next four turns.
Why can't I buff right now?
You can give up to three buffs per turn. You'll be able to give more soon as next turn happens. Also, adventurers, can only receive 10 buffs at a time, so maybe the adventurer you want to buff is already fully buffed.
How do skill rolls work?
Your adventurer rolls a number of dice equal to their talent, then add skill and other bonuses. For example, if you adventurer has a Knowledge of 1 and a strategy of 3, your adventurer will roll 1 die and add 3 to the roll. If the total is greater or equal to the difficulty, your adventurer is successful.

Other than skills, bonuses can come from equipment, buffs, or circumstances (such as when one has a strategic advantage in combat.

Wild die: one die in every skill roll is a wild die. The wild die is a different color than the rest of the dice. If a wild die rolls a "6", then another wild die gets rolled and added.
How does combat work?
Combat starts with a strategy roll. Whichever side has the highest-rolling combatant gets a bonus to dice rolls. Some encounters skip the strategy roll (like the Storm Haven tournament) and some large engagements only consider the designated commander's die roll.

After the strategy roll, the first combat round begins. Everyone involved in the combat makes a Quick roll. Whoever made the highest Quick roll goes first, second highest goes second, and so on.

Everyone (who is still standing) gets to attack once per round. When their turn comes up, they pick an opponent and make a Strike roll. The opponent makes a Dodge roll. If the Strike roll is higher than the Dodge roll, the opponent is wounded.

Most opponents retreat after one wound. Fearless opponents keep fighting until they have taken three wounds, counting wounds the opponent had when they entered combat.

Combat ends when one side has no one left fighting, or when combat has lasted 10 rounds. After 10 rounds, the side with more combatants left wins.
Why do adventurers sometimes skip turns?
Adventurers are always pursuing a goal. Their goal may be to gain a level, or to complete some quest. When they have gained a level or completed their quest, they will wait until their player tells them what to do next. Adventurers sometimes stay active a few turns after finishing their goal so they can wrap up what they're doing.
How does my adventurer pick what to do?
When your adventurer is not on a quest, your adventurer picks between all the activity options appropriate to their location and time. Some activities are only available on certain days, times, or under certain circumstances. Some activities require a minimum level or amount of wealth.

Most of the time, your adventurer will pick activities that match their motivations. Altruistic confronters really like working as guards, while socialites like wheeling and dealing.

Spending time with a friend is a strong motivator. Characters will somtimes do things they normally wouldn't if it gives them a chance to spend time with a friend.

Adventurers prefer doing things that are likely to earn rewards, and avoid doing the same thing twice in a day.

What does friendship do?
Friends look for chances to spend time together. If they're in the same location and about the same level, they will often adventure together. This is good for making sure there's a little extra muscle (or grey matter) available. Plus it's fun to see your adventurers spend time with their friends.
Who should I contact regarding suggestions, bugs, and praise?
I can be reached at otherworld AT dansego DOT com.

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