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Hello and welcome to the Weekly 
Scroll Podcast. 

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My name is Ryan. 
And I really get that like, elf 

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is your class in this game, but 
I'd really like to be like an 

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elf warrior. 
Is there a way we could like 

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hack it so I could be like, you 
know, two things at once? 

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And today we're looking at Mini 
BX from Lucas Rahlem. 

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This is a a disruption 
subversion or even a profanity 

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against D and DBX. 
Neat little game, nice little Z 

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and and we'll get into it. 
That's probably the longest name

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you've ever done. 
That actually wasn't a name at 

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all. 
Yeah, so far. 

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So far. 
That actually reminded me of a 

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note that I meant to make. 
Remind me when we start talking 

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about elves, if maybe I just 
didn't look deep enough on 

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elves. 
Which it's funny because it's 

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very counter to how I actually 
feel. 

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I actually love the old school 
race as class of like BXOD&D 

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like I, I think it's very 
interesting, you know? 

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I think it's interesting. 
I'm curious like I need to read 

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deeper on why and knowing Gygax 
I'm worried and that's my only. 

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I'm sure what has what has Gygax
ever said or done anything 

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problematic at all? 
You know you. 

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Know what never, never. 
Just such just a paragon of of 

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of understanding and truth, you 
know, so, so yeah. 

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So today we're looking at mini 
BX Lucas Rolam, great lat am 

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RPG, lat am creator. 
We've looked at think maybe just

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one and I don't think you were 
here for it. 

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We looked at packs and blades. 
I think I was done with Kirby. 

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Yeah, yeah. 
Great game. 

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A lot of stuff has come out like
Salamander House and other 

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things for that super 
interesting, fun little system, 

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very more cocky and system. 
So so I was excited to go 

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through this. 
I've had this one for a while on

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my shelf. 
I don't. 

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Don't have a physical of this. 
I so we'll let's talk about 

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that. 
Let's let's get into, let's get 

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into mini BX little bit because 
I got I got listen, 2025 is a 

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new year for us. 
We take notes. 

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So we have we have information. 
Yeah. 

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So, so Mini BX, as I said, 
disruption, subversion or even 

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profanity against DNDBX. 
Mini BX was, as far as I can 

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tell, originally released on 
Itch on December 2nd, 2021 as 

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part of a slow funding campaign 
and reached its final goal of 

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3200 bucks on May 6th, 2022. 
I'm saying as far as I can tell,

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because usually the Itch funding
goal has like the, you know, the

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bar across the top, but I think 
after a point it comes off. 

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So I don't know what the final 
tally was or, or anything like 

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that for the funding. 
So that's gone now, but but that

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funded a number of stretch 
goals, which included a 

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character sheet. 
Oh, I have a graphic for this. 

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I mean, let me throw this up on 
on screen. 

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Hold on everyone. 
If you're listening, just 

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imagine it. 
I don't have a graphic. 

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Yeah, well. 
Let's go to fit to screen, but 

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this is the graphic I stole from
the Itch page. 

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I'll throw that up here so 
people can see it in podcast 

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line. 
But I'll read it for those in or

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on the show. 
But I'll read it. 

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For those in podcast land, a 
number of search goals which 

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included a character sheet from 
Bruno Perseco, mini settings 

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from Gontigo and Emmanuel Mello,
a bestiary from Alex Demacino, 

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adventures from Victor Ameren 
and Giliano Riverato, and a 

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dungeon by Dio Naguera, and 
finally a Hollow Earth setting. 

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And then physical copies were 
released on June 28th, 2022 on 

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the Soul Muppet Shop. 
And for those that don't know, 

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the Soul Muppet shop, the Soul 
Muppet US shop, I think it maybe

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it's just AUS shop or the UK 
one, I don't know, has an entire

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RPG lat AM section. 
So a lot of the physical stuff 

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from a lot of the Latin South 
American creators ends up on 

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Somopa shop, which is where I 
got like, I don't think I got 

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rad there, but I got like 
cantrip and like basically my 

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entire section up here that you 
guys can't see. 

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But that's the entire like lat 
AM section on my shelf. 

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A big a vast majority of that 
comes from soul Muppets. 

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So a lot of really, really cool 
stuff there. 

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So that's pretty neat that they 
have that as an option for for 

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that. 
So the the print run it was back

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in 2022, I don't think it was a 
huge print run. 

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I don't know if they printed 
more than one and that's why 

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this is pretty hard to find. 
Yeah. 

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But I snagged 1 and got it. 
Beautiful looking scene. 

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I will say Bruno Preseco art all
the way through and and Bruno's 

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art slaps super super hard did. 
You look at any of the like 

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adventures or stuff that also 
come out like the. 

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Yeah, I remember. 
I remember as they were actually

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popping out some of the stuff 
too. 

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But why did you go? 
Did you deep dive any of those? 

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Just the I looked, I scammed not
deep dive the the cult of the 

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blind God, because I opened it 
and immediately I was like, 

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that's that's P Rs art and I'm a
huge perplexing ruins art fan. 

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So I was immediately drawn in. 
It looks cool. 

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Yeah, I mean, all of them look 
really great. 

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What I really, I think we talked
about some before the show 

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started. 
This is a great, great gathering

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of like a lot of the biggest 
names in RPG Latam to to make 

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this between like the art, the 
adventures, the the extra 

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settings, all of that stuff, 
just amazing creators. 

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I don't and you know, I'm sorry 
if I'm wrong. 

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I don't believe everybody is 
Brazilian. 

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I do think it's like a mix, but 
I could be completely wrong. 

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But everyone in the world's 
Brazilian, there are other 

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people as well, so. 
Well, so I'm wrong. 

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Fuck me, but but just a really 
great gathering of Latin South 

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American creators to to do this 
little thing from art to 

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settings and everything else. 
Because again, when you, when 

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you go buy this on itch, it, 
this is like the smallest part 

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of what you're going to get. 
You get a massive folder of, of 

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stuff and we'll talk about that 
in value later. 

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But that's that's the intro to 
Mini BXI. 

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Don't think there's anything 
crazy that we need to, to catch 

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up or talk about. 
And if there is, I don't 

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remember it. 
So why don't we just hop in? 

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Sure. 
All right, let's fucking do it. 

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Let's get this out of the way, 
Mini BX. 

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So again, insane cover. 
Let me show the whole cover here

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zoom to page level Burnham 
sickos art kills it. 

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It's we got 3 adventurers that 
are on in a in a very Donkey 

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Kong ass like mine carts. 
You know going across a looping 

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track in the sky with a bunch of
monsters around it. 

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That is a why the name of this 
monster immediately jumped out 

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of my head the second I flipped 
to it, but I knew it was before.

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It's the one that's like a brain
with a beak with tentacles. 

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I don't know the name of that 
one, I've seen it before, but 

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you know. 
God, oh God, I feel like it's 

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like a growl or so It's not a is
it a grill? 

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Maybe it's a grill and I'm 
sorry, we're immediately going 

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off a grill. 
Yes, I was right. 

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Yes, John, John pulled that 
right out of my 5E ass. 

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There's a ghrel and then another
creature on that and I think it 

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folds over to the back. 
I'll flip to the back real 

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quick, but it's the front and 
the back and the PDF. 

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So I can't stop them together. 
But on the other side, it's got 

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this this giant open mouth of 
this statue it laid it's it's 

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fire the the whole cover and all
the art thread is fired. 

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Bruno just does some incredible,
incredible work. 

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And then the colors all the way 
through are like a I could burnt

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orange and like a dark kind of 
maroon. 

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It's the very interesting color 
combination. 

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Yeah, it's a cool color 
combination. 

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I do like it, you know. 
I can't really think of anything

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that kind of looks like this 
color combination, except for 

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it's not Auburn. 
There's a football team that 

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kind of has like a maroon and 
and orange, orange layer. 

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Football. 
You lost me so. 

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Yeah, well, all Alabama has is 
Crimson Tide in Auburn. 

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So and I mean that like in 
totality. 

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But but yeah, some more great 
art pieces as we go through, 

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like in Page art on the inside, 
which is really fire, a really 

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cool piece of a, a figure 
holding a sword downward, very 

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Bronze Age kind of looking 
sword, very gladius kind of 

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style. 
Beautiful. 

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And then we get to a table of 
contents. 

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So. 
So this is obviously a Zine, 

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right? 
It's only what is it like 2028 

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pages? 
I read an older version of this.

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I read an older version of this.
Oops. 

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I I opened the one called print.
OK, maybe it's the same version.

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I just opened the not the not 
print one. 

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Yeah, that's fine. 
Well, it's so the print, it's 

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called print, but it's the one 
that was like the same version 

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as one that's called spread. 
So I figured the print was just 

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like the pages version, which is
what worked. 

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But but yeah, so that's no, I 
scrolled all the way back to the

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beginning. 
Then we're going to server. 

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So 25 pages not on hyperlink 
table of contents. 

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Obviously we would prefer it, 
but we're not going to hit it as

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hard in, in this. 
We don't even have a usability 

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score in NZ and so it doesn't 
really matter that fucking much.

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But we do have a table of 
contents here. 

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It's an interesting whether they
do. 

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The table of contents. 
Nothing is really separated out,

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but it gives you everything 
that's on each page, which I 

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think is neat. 
Yeah, so it starts on 

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serviceable. 
Yeah. 

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Yeah, I think it's really 
interesting. 

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I don't know if I have seen a 
Zine that does that before where

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it doesn't give you like the 
header for it and then the page 

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number. 
It gives you the page number and

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all the stuff that's on that 
page. 

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I don't know, it's neat or like 
starts on that page. 

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So it it's cool and the graphic 
design is really cool. 

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Oh, let's do they. 
Is there a? 

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Is there? 
Here it is. 

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Here it is. 
I wanted to Scroll down and make

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sure that they do. 
We'll get to it then. 

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00:10:50,960 --> 00:10:52,480
We'll just go in the order that 
the book is right now. 

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Yeah. 
Well, usually, like the layout 

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in writing is before the 
content. 

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Yeah, but yeah, there's a bunch 
of stuff. 

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00:11:01,520 --> 00:11:03,120
I'm not going to go through all 
of it because we're going to go 

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through all of it in a second. 
Again, there's only 25 pages and

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a lot of it is going to be like,
this works like how you think it

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works. 
More sick art, a really cool 

194
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figure, kind of like diving to 
the side of some arrows, holding

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a sword and a shield. 
Again, super fire. 

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00:11:18,200 --> 00:11:20,480
And then we get into a what is 
this? 

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I will say one of my favorite 
things about this book is what 

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00:11:24,120 --> 00:11:25,360
we're going to get into in a 
little bit. 

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I don't know why don't just keep
going then shut the fuck up and 

200
00:11:27,800 --> 00:11:30,000
get there. 
But that's what I do. 

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00:11:30,120 --> 00:11:33,320
So what is this? 
With the OSR movement's 

202
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progress, which seeks to restore
the experience and play style of

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the first editions of D and DI, 
decided to create this 

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minimalist hack of the rules for
BX with some additional design 

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touches that I find pertinent. 
There's an extra space in there,

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but remember, these are 
minimalist rules that will in no

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way cover all game situations. 
In other words, collaboration 

208
00:11:54,200 --> 00:11:56,960
rules, adaptations, and even new
rules are welcomed and 

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00:11:56,960 --> 00:11:59,520
encouraged. 
If you still don't know about 

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00:11:59,520 --> 00:12:02,560
tabletop RPGs or the old school 
movement, welcome. 

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00:12:02,920 --> 00:12:05,560
A quick Internet search or two 
will let you learn much more 

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than a wall of text here, so 
I'll leave that to you. 

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00:12:07,720 --> 00:12:14,920
I do like that part, Wolfwald. 
This is like a mini kind of 

214
00:12:14,920 --> 00:12:17,680
version of of what Wolf all did,
where they said like, we're not 

215
00:12:17,680 --> 00:12:19,280
going to give the whole system, 
We're just going to give this 

216
00:12:19,280 --> 00:12:21,280
shit you need to tack on to 
whichever version of the system 

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you want. 
And I really like that where 

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it's just like, I'm not going to
intro you to RPG. 

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Google exists, right? 
And I'm a big fan of that. 

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00:12:29,440 --> 00:12:32,800
I'm a big fan of games, like a 
lot of games we've talked about 

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00:12:32,800 --> 00:12:36,000
this over and over again are 
written as intro games that 

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00:12:36,000 --> 00:12:39,960
aren't intro games, right? 
And give you like, what is this?

223
00:12:39,960 --> 00:12:42,320
What is the TBRPG? 
What is role-playing? 

224
00:12:42,320 --> 00:12:44,360
And it's like, this isn't going 
to be anyone's first game. 

225
00:12:44,800 --> 00:12:48,120
Don't do that. 
It's just waste of waste of 

226
00:12:48,120 --> 00:12:50,240
paper. 
I want I want a three page 

227
00:12:50,240 --> 00:12:53,560
description of what RPGs are and
the lineage of the one that I'm 

228
00:12:53,560 --> 00:12:56,280
currently reading, right? 
It's just like it's like 

229
00:12:56,280 --> 00:12:59,440
watching a movie, right? 
And it's like, but it's a 

230
00:12:59,440 --> 00:13:03,120
Criterion collection at the 
beginning tells you how like how

231
00:13:03,120 --> 00:13:05,440
to enjoy a movie. 
It's just like we like we're not

232
00:13:05,440 --> 00:13:07,080
this deep without knowing, 
right? 

233
00:13:08,760 --> 00:13:12,440
So there's another section here.
It's the forward and game design

234
00:13:12,440 --> 00:13:15,400
choices. 
I'm going to skip some of this 

235
00:13:15,400 --> 00:13:17,640
and get down to here. 
It says keep in mind that this 

236
00:13:17,640 --> 00:13:21,000
game is a disruption, subversion
or even a sacrilege against the 

237
00:13:21,040 --> 00:13:23,600
old dragon game. 
Very buzzwordy. 

238
00:13:23,600 --> 00:13:25,040
I don't know if it's quite a 
sacrilege. 

239
00:13:25,120 --> 00:13:28,280
It's just a hack. 
It's yeah, that. 

240
00:13:28,680 --> 00:13:29,920
You know, but I'll, I'll take 
it. 

241
00:13:29,920 --> 00:13:32,320
That's a good buzz line. 
Like the the better buzz line 

242
00:13:32,320 --> 00:13:33,680
than a lot of the things we've 
read. 

243
00:13:36,560 --> 00:13:39,320
Anyway. 
An attempt to make this game our

244
00:13:39,320 --> 00:13:41,000
own. 
This is a culmination of 

245
00:13:41,000 --> 00:13:44,200
thoughts, studies, and insights 
made after years playing, 

246
00:13:44,200 --> 00:13:46,880
talking, and reading blog posts 
about BX and its retro clones. 

247
00:13:47,440 --> 00:13:50,560
Game design topics will be 
further elaborated in the Game 

248
00:13:50,560 --> 00:13:54,080
Design Notes, parentheses, GDN 
in the appendix. 

249
00:13:55,040 --> 00:13:56,520
Probably my favorite part of the
game. 

250
00:13:56,680 --> 00:13:59,120
I love the game design notes. 
What are those? 

251
00:13:59,120 --> 00:14:01,400
And we're, we're actually going 
to bounce back and forth between

252
00:14:01,400 --> 00:14:05,000
those when they're pertinent as 
opposed to waiting to read them 

253
00:14:05,000 --> 00:14:06,960
all at the end because I really 
love them. 

254
00:14:06,960 --> 00:14:09,760
So I'll, I'll wait till we hit 
the first one to be able to go 

255
00:14:09,760 --> 00:14:12,120
down and get it. 
But it's literally like, it's 

256
00:14:12,120 --> 00:14:14,080
not like tips or guidance or 
anything like that. 

257
00:14:14,080 --> 00:14:15,880
It's literally the thought 
process right now. 

258
00:14:15,880 --> 00:14:18,280
Like my opinion is this. 
So I thought that and that's why

259
00:14:18,280 --> 00:14:20,760
I did this and I fucking love 
it. 

260
00:14:20,880 --> 00:14:23,640
We'll go over a little bit more 
later, but I wish more games did

261
00:14:23,640 --> 00:14:31,000
that and I'll do my spiel now. 
Death of the author, right is a 

262
00:14:31,000 --> 00:14:33,920
thing that exists and has been 
blown way beyond. 

263
00:14:33,920 --> 00:14:37,200
It's very limited, if necessary 
at all, proportions. 

264
00:14:37,200 --> 00:14:40,040
Like death of the author. 
For those that aren't aware, is 

265
00:14:40,040 --> 00:14:45,920
is a literature term for reading
intent into literature, but it's

266
00:14:45,920 --> 00:14:49,320
supposed to be for literature 
people that try to imply death 

267
00:14:49,320 --> 00:14:51,360
of the author in like tabletop 
role-playing games. 

268
00:14:51,720 --> 00:14:55,000
It's counterintuitive because at
their essence, tabletop 

269
00:14:55,000 --> 00:14:59,600
role-playing rule books are 
books of rules the intent is 

270
00:14:59,600 --> 00:15:02,480
literally designed into. 
It it's designed into it, yeah. 

271
00:15:02,480 --> 00:15:04,520
I mean, I feel like that's 
manipulation, you know, if 

272
00:15:04,520 --> 00:15:06,560
you're trying to incentivize the
action that people will do 

273
00:15:06,560 --> 00:15:09,200
things within a system, like, 
you know, it's bad. 

274
00:15:10,440 --> 00:15:14,680
Yeah, maybe we should do a 
YouTube video about it, but but 

275
00:15:16,080 --> 00:15:20,880
so, so I wish more books kind of
annotated their stuff this way 

276
00:15:20,880 --> 00:15:23,400
because like a lot of people, 
you know, especially with 

277
00:15:23,400 --> 00:15:26,040
something like 5 E right, half 
the time for 5 E rules 

278
00:15:26,040 --> 00:15:28,640
clarifications, you had to go 
read Jeremy Crawford's fucking 

279
00:15:28,640 --> 00:15:31,960
Twitter because people cared 
minutely very much if you could 

280
00:15:31,960 --> 00:15:36,400
like shield, shield bash before 
or after you didn't attack, like

281
00:15:36,400 --> 00:15:39,160
who gives a fuck? 
But like people did, right? 

282
00:15:39,360 --> 00:15:44,560
So they had to then basically 
explain every possible thing. 

283
00:15:44,880 --> 00:15:49,080
So my point with death of the 
author is a rule book is in and 

284
00:15:49,080 --> 00:15:53,800
of itself intent written down. 
So actually getting a whole 

285
00:15:53,800 --> 00:15:56,920
section of a book where it's the
thought process behind that and 

286
00:15:56,920 --> 00:15:59,480
explaining why they made the 
choices they did is really 

287
00:15:59,480 --> 00:16:03,160
fantastic because you can stop 
trying to guess and just read 

288
00:16:03,160 --> 00:16:06,240
what they wrote. 
I do very much agree. 

289
00:16:06,240 --> 00:16:08,480
I think it's very helpful. 
And yeah, I mean, I think taking

290
00:16:08,480 --> 00:16:12,760
the guesswork, I mean it 
personally for me, I very rarely

291
00:16:12,760 --> 00:16:16,280
go and look up the intent of a 
rule of an RPG that I'm playing.

292
00:16:16,280 --> 00:16:18,400
I will interpret it with my 
players at the table. 

293
00:16:18,400 --> 00:16:21,960
But I do think people enjoy that
discussion and it is, like I 

294
00:16:21,960 --> 00:16:25,160
said, a very cool thing to have 
added into this book. 

295
00:16:25,760 --> 00:16:28,560
Yeah, yeah, yeah. 
Well, and then even the, and, 

296
00:16:28,560 --> 00:16:31,280
but even though even beyond 
that, like the game design topic

297
00:16:31,280 --> 00:16:34,600
section isn't even necessarily 
just like the intent as much as 

298
00:16:34,600 --> 00:16:36,840
like the thought process, which 
I think is really cool too. 

299
00:16:37,240 --> 00:16:41,280
So it's nice to be able to kind 
of like, you don't need to ask 

300
00:16:41,280 --> 00:16:43,440
the like, why did you do this? 
Because they just said, hey, 

301
00:16:43,480 --> 00:16:45,120
This is why I did this. 
And I really dig that. 

302
00:16:46,320 --> 00:16:48,240
So we'll, we'll, we'll hit those
as we go through. 

303
00:16:48,240 --> 00:16:49,800
But they're pretty neat. 
There's like seven of them 

304
00:16:49,800 --> 00:16:53,600
because again, the books are 
like, you know, 25 pages, a 

305
00:16:53,600 --> 00:16:57,960
great, great art piece here. 
I don't know, let's see if this 

306
00:16:57,960 --> 00:17:00,480
is actually going to give us Oh 
my God, it is. 

307
00:17:01,160 --> 00:17:03,520
It'll give us spreads options 
here, which is great because 

308
00:17:03,520 --> 00:17:06,440
some of the art, yeah, some of 
the art is good in spreads, even

309
00:17:06,440 --> 00:17:08,760
though the because it's the 
quote UN quote print version. 

310
00:17:09,640 --> 00:17:11,720
It doesn't. 
Line up. 

311
00:17:11,800 --> 00:17:14,480
Perfectly line up, yeah, that's 
fine because guess what? 

312
00:17:14,480 --> 00:17:17,599
There's the spreads version, but
this is a great piece of art 

313
00:17:18,000 --> 00:17:20,400
with that. 
Like what is this and the 

314
00:17:20,680 --> 00:17:23,599
forward next to it? 
But it also has the like credits

315
00:17:23,599 --> 00:17:25,760
page. 
The art is by Bruno Perseco. 

316
00:17:26,040 --> 00:17:33,200
The layout is by MAIGUAXI want 
to say like go God I'm I'm 

317
00:17:33,200 --> 00:17:35,640
fucking it up and I'm I I 
apologize because I love their 

318
00:17:35,640 --> 00:17:37,920
layout work. 
Yeah, the layout's great, so. 

319
00:17:38,040 --> 00:17:41,480
Yeah, so however you say it, I 
do apologize. 

320
00:17:42,120 --> 00:17:44,760
I've always said go. 
I've always said it like but in 

321
00:17:44,760 --> 00:17:50,120
a very much like a fringe GAUGHK
or whatever I threw that K there

322
00:17:50,480 --> 00:17:58,000
editing by Wayne Kenipa CA 
Berlitz, and I want to say is 

323
00:17:58,000 --> 00:18:03,240
that MALK or MAIK and then rules
by Lucas Roland. 

324
00:18:03,520 --> 00:18:06,360
So after I fucked up all your 
names and I genuinely apologize,

325
00:18:06,360 --> 00:18:08,960
That's that's who's in here. 
I don't have a question for you.

326
00:18:08,960 --> 00:18:11,280
Do you think I should grow up my
hair like this guy in the 

327
00:18:11,280 --> 00:18:14,480
picture right here in the name? 
Absolutely one. 100 yeah, 

328
00:18:15,520 --> 00:18:18,880
nothing on top. 
And then just like, I mean, I 

329
00:18:19,000 --> 00:18:21,160
think you would look and with 
the beard I think you'd look 

330
00:18:21,160 --> 00:18:24,640
Stovic as fuck. 
You know, I think you could. 

331
00:18:24,640 --> 00:18:27,840
I think you should and then we 
immediately jump into it. 

332
00:18:27,840 --> 00:18:30,480
So I will say that the game is 
not divided in any way, shape or

333
00:18:30,480 --> 00:18:33,680
form really in like this is the 
rule section. 

334
00:18:33,680 --> 00:18:35,440
This is the character section. 
Just gives you section by 

335
00:18:35,440 --> 00:18:37,840
section by section, which 
honestly is fine. 

336
00:18:38,160 --> 00:18:41,120
Yeah. 
I think they did a good job of 

337
00:18:41,120 --> 00:18:42,480
delineating things and doing 
stuff. 

338
00:18:42,480 --> 00:18:45,440
So the first thing. 
Is just like a Zine, it's very 

339
00:18:45,440 --> 00:18:48,040
easy to go through. 
It's not like an over packed 

340
00:18:48,040 --> 00:18:50,720
like product. 
I don't really need as much as I

341
00:18:50,720 --> 00:18:53,280
would in other places, you know?
Yeah, yeah. 

342
00:18:53,360 --> 00:18:57,200
I mean, this is the thing that I
like about Zenes is that, oh, 

343
00:18:57,400 --> 00:18:59,720
sorry, John David called it the 
scullet. 

344
00:19:00,080 --> 00:19:01,520
You should definitely rock a 
scullet. 

345
00:19:01,520 --> 00:19:05,280
Yeah. 
Yeah, I used to have more. 

346
00:19:05,280 --> 00:19:07,400
When I had hair, so you know. 
You should do it. 

347
00:19:07,400 --> 00:19:10,480
You should do it again. 
The thing that I do like about 

348
00:19:10,480 --> 00:19:13,440
Zenes versus Chronicle, like 
books, what we call it basically

349
00:19:13,440 --> 00:19:16,680
zenes are like 30 to 40 pages or
less, whether they're hardback 

350
00:19:16,680 --> 00:19:18,840
or not for us. 
And books, quote UN quote, are 

351
00:19:18,840 --> 00:19:21,520
like 30 to 40 pages or more, 
whether they're hardback or not.

352
00:19:21,760 --> 00:19:23,920
It just kind of depends because 
we rewrite them a little bit 

353
00:19:23,920 --> 00:19:26,760
differently. 
But I like that sometimes when 

354
00:19:26,760 --> 00:19:29,160
the scenes are short enough that
they can sacrifice a little bit 

355
00:19:29,160 --> 00:19:32,640
of like what we would call 
usability for like vibes and 

356
00:19:32,640 --> 00:19:34,200
that's why we score the vibes 
instead. 

357
00:19:34,200 --> 00:19:36,440
I think it helps in this. 
I really do like the way that 

358
00:19:36,440 --> 00:19:40,720
they did like that the the 
headers though, where it's like 

359
00:19:40,760 --> 00:19:45,120
a, a line of colour and then the
words are the same colour as a 

360
00:19:45,120 --> 00:19:46,480
background. 
So like it's punched out. 

361
00:19:46,720 --> 00:19:48,120
I think it looks really neat. 
It's great. 

362
00:19:49,040 --> 00:19:52,800
But we immediately go into game 
terms and creating a player 

363
00:19:52,800 --> 00:19:55,200
character. 
So there's a 10 step list of 

364
00:19:55,960 --> 00:20:00,360
game terms and creating a player
character and we'll we'll go 

365
00:20:00,360 --> 00:20:03,600
through this. 
So 10 steps. 

366
00:20:04,440 --> 00:20:06,880
Do you do you want to, do you 
want to? 

367
00:20:06,880 --> 00:20:08,800
Yeah. 
Yeah, so step in Rule and give 

368
00:20:08,800 --> 00:20:12,560
your character a RAD name. 
Yeah, I would be rad. 

369
00:20:12,560 --> 00:20:14,480
I was saying. 
I was saying get a dice roller 

370
00:20:14,480 --> 00:20:15,440
out and make a fucking 
character. 

371
00:20:15,440 --> 00:20:16,360
But yeah, you could also read 
it. 

372
00:20:17,120 --> 00:20:19,120
Oh. 
Oh yeah, you do that then, and 

373
00:20:19,120 --> 00:20:25,160
I'll grab the dice roller, OK? 
And my notebook's in front of me

374
00:20:25,160 --> 00:20:28,280
already, so I'm ready. 
So give your character a rad 

375
00:20:28,280 --> 00:20:33,480
name or don't. 
Brute, brute master. 

376
00:20:34,040 --> 00:20:37,600
Brute master. 
No Brute, brute master. 

377
00:20:38,120 --> 00:20:40,680
Brute, brute, master. 
OK, sick. 

378
00:20:41,480 --> 00:20:44,680
Now is brute and brute spelled 
the same or is 1 like a BREWT? 

379
00:20:44,680 --> 00:20:47,760
The first one is brute as you 
would expect it to be, and the 

380
00:20:47,760 --> 00:20:52,680
second one is BROOT master. 
Oh brute OOT not the EWT. 

381
00:20:52,680 --> 00:20:55,880
Gotcha. 
So your brute brute master and 

382
00:20:55,880 --> 00:20:57,560
then alignment. 
Choose your alignment, blah, 

383
00:20:57,560 --> 00:20:59,240
blah, blah. 
I love this. 

384
00:20:59,560 --> 00:21:02,120
Choose your alignment, blah, 
blah blah, I'm lawful, I'm 

385
00:21:02,120 --> 00:21:04,280
neutral or I'm chaotic. 
I the blah blah blah. 

386
00:21:04,280 --> 00:21:06,040
This I'm media was just like, 
yeah, I love this. 

387
00:21:06,120 --> 00:21:08,800
This is a writer. 
This is a designer writing a 

388
00:21:08,800 --> 00:21:13,760
design book, writing a book, not
worried about exactly like what 

389
00:21:13,760 --> 00:21:15,360
we were talking before, like an 
intro or whatever. 

390
00:21:15,360 --> 00:21:17,520
Like I love when when people are
just like, you know what the 

391
00:21:17,520 --> 00:21:18,880
fuck to do, You know what I 
mean? 

392
00:21:19,120 --> 00:21:20,480
Like that's kind of real. 
You should. 

393
00:21:20,520 --> 00:21:22,520
Understand that. 
And I went with Chaotic just 

394
00:21:22,960 --> 00:21:25,240
because of the name, you know? 
Of course, yeah. 

395
00:21:25,440 --> 00:21:26,880
Brute brute Masters got to be 
chaotic. 

396
00:21:27,080 --> 00:21:31,640
OK, so skills are the reference 
values to be generated by 

397
00:21:31,640 --> 00:21:33,720
players. 
Basically, there's five skills 

398
00:21:33,840 --> 00:21:39,480
and you use two D 3 -, 3 to roll
each, and the skills are. 

399
00:21:39,480 --> 00:21:41,640
There's a little plus sign in 
front of each, but it's attack, 

400
00:21:42,000 --> 00:21:47,200
armor, magic, life, and morale. 
So while you roll up two D 3 -, 

401
00:21:47,200 --> 00:21:55,240
3 five times, basically the 
modifiers are it's like a 1 is a

402
00:21:55,240 --> 00:21:56,400
plus one. 
That's it. 

403
00:21:56,400 --> 00:21:58,600
And there's no, you're not. 
So you're basically you're just 

404
00:21:58,600 --> 00:22:00,440
rolling for modifiers. 
You're not rolling for scores 

405
00:22:00,440 --> 00:22:02,920
and then deriving modifiers, 
which thank fucking God, that's 

406
00:22:02,920 --> 00:22:07,520
the dumbest shit ever, right? 
I That's why we roll under. 

407
00:22:07,640 --> 00:22:09,720
Derive stats. 
It's so funny every time we get 

408
00:22:09,720 --> 00:22:12,440
to derive stats you're like 
fuck, derive stats man. 

409
00:22:12,520 --> 00:22:15,280
I don't mind drive stats that 
make sense, but it's like why 

410
00:22:15,280 --> 00:22:18,640
roll for a number that is 
literally only used to give you 

411
00:22:18,640 --> 00:22:20,800
another number? 
You know what I mean? 

412
00:22:21,120 --> 00:22:22,160
That's very fair. 
I can't. 

413
00:22:22,400 --> 00:22:26,560
It's fucking pointless. 
Then we get to go to GDN number 

414
00:22:26,560 --> 00:22:28,640
20. 
We missed GDN one that was 

415
00:22:28,640 --> 00:22:31,160
actually at the beginning. 
So we'll go over GDN 1 and GDN 

416
00:22:31,160 --> 00:22:33,000
2. 
So I'm going to Scroll down and 

417
00:22:33,000 --> 00:22:36,120
we'll look at GDN 1 and GDN 2, 
which are the game design notes.

418
00:22:37,600 --> 00:22:40,640
So the first game design note 
we're going to talk about, it 

419
00:22:40,640 --> 00:22:44,280
says no ability scores, no 
ability check, no ability or 

420
00:22:44,280 --> 00:22:47,320
skill checks, just modifiers and
modifier meanings. 

421
00:22:48,440 --> 00:22:50,560
And it says ability scores if 
you don't have ability checks 

422
00:22:50,560 --> 00:22:53,720
are meaningless. 
Very true. 

423
00:22:54,080 --> 00:22:56,080
The original idea, the first 
editions according to my 

424
00:22:56,080 --> 00:22:59,440
interpretation and I love this. 
I personally think that one of 

425
00:22:59,440 --> 00:23:04,440
the worst parts of the TCRBG 
space are the people that try to

426
00:23:04,440 --> 00:23:08,480
write authoritatively. 
And I don't know if it's like 

427
00:23:09,680 --> 00:23:12,400
very much in like the headline 
of newspaper way to be like 

428
00:23:12,400 --> 00:23:14,360
doing this, whatever. 
But like I hate when people are 

429
00:23:14,360 --> 00:23:16,880
go like, this is how the thing 
should be. 

430
00:23:16,880 --> 00:23:19,640
You should not have this, don't 
do that. 

431
00:23:19,640 --> 00:23:23,160
And it's like, I, I hate it. 
I because you sound like a 

432
00:23:23,160 --> 00:23:28,640
douchebag and you make and it's 
very, I think a lot of the times

433
00:23:29,240 --> 00:23:33,760
it's extremely unwelcoming to 
people trying to get into the 

434
00:23:33,760 --> 00:23:36,200
space where they're basically 
being told from all angles that 

435
00:23:36,200 --> 00:23:40,080
what they're doing is wrong in 
10 different ways constantly 

436
00:23:40,440 --> 00:23:44,480
versus just hedging your shit a 
little bit using qualifiers, 

437
00:23:44,720 --> 00:23:46,440
right? 
Which is like, in my opinion, 

438
00:23:46,680 --> 00:23:49,800
according to my thoughts, based 
on how I feel, things like that,

439
00:23:50,000 --> 00:23:52,040
I think would be a much more 
welcoming space. 

440
00:23:52,040 --> 00:23:54,360
And because all of that shit is 
your fucking opinion. 

441
00:23:54,760 --> 00:23:58,440
Right are you saying are you 
saying the old school scene has 

442
00:23:58,440 --> 00:24:01,600
an overly authoritative this is 
right and this is wrong in my 

443
00:24:01,600 --> 00:24:07,080
game mentality? 
Yeah, it's hard to really in 

444
00:24:07,080 --> 00:24:10,360
point or notice, but when you 
really once you see it the first

445
00:24:10,360 --> 00:24:15,000
time, you can pick it out more 
readily, you know what I mean? 

446
00:24:16,000 --> 00:24:18,400
So I. 
Game design Twitter. 

447
00:24:18,400 --> 00:24:21,760
Okay, right. 
Way better than used to be. 

448
00:24:22,280 --> 00:24:27,840
But I will say that I really 
love the way that Lucas writes 

449
00:24:27,840 --> 00:24:29,720
this because that is 
specifically how he writes it. 

450
00:24:29,960 --> 00:24:32,000
He writes with a lot of 
qualifiers and saying that 

451
00:24:32,000 --> 00:24:34,360
these, this is all my opinions. 
These are my thoughts. 

452
00:24:34,840 --> 00:24:37,360
This is how I feel about things.
And I enjoy that. 

453
00:24:37,360 --> 00:24:41,640
It's not like the original first
editions were wrong because of 

454
00:24:41,640 --> 00:24:43,840
this. 
And and you shouldn't do that. 

455
00:24:43,840 --> 00:24:46,440
It's just like that's they that.
Yeah. 

456
00:24:46,760 --> 00:24:49,680
So I like that they they 
specifically say like according 

457
00:24:49,680 --> 00:24:53,760
to my interpretation through all
the things I said before was not

458
00:24:53,760 --> 00:24:55,240
to have any skill or ability 
checks. 

459
00:24:55,240 --> 00:24:57,360
This means the things should be 
resolved using the fiction blah 

460
00:24:57,360 --> 00:24:58,720
blah. 
I'm not going to read these all 

461
00:24:58,720 --> 00:25:00,320
throughout, but that's basically
what the first one said. 

462
00:25:00,640 --> 00:25:02,720
They said they decided that many
BX would not have meaningless 

463
00:25:02,720 --> 00:25:05,720
ability scores, only modifiers 
and what those modifiers mean 

464
00:25:06,520 --> 00:25:10,680
and the meaning is in the name 
A+ attack means it's to attack 

465
00:25:10,680 --> 00:25:14,640
armor is armor like that's it. 
You don't need a dexterity stat 

466
00:25:14,640 --> 00:25:17,800
to get a modifier that lets you 
do like attacks, whatever like 

467
00:25:17,800 --> 00:25:20,040
it just is what it is. 
It says what it is and gives you

468
00:25:20,040 --> 00:25:21,640
the number that you need and 
that's all it is and I love 

469
00:25:21,640 --> 00:25:23,080
that. 
I think that's I'd love that. 

470
00:25:23,080 --> 00:25:26,840
I think that's great. 
The GDN 2 that we just got to in

471
00:25:26,840 --> 00:25:29,120
skills talks about the role 
modifiers, which are those 

472
00:25:29,120 --> 00:25:31,240
interesting little math. 
It says the modifiers are rolled

473
00:25:31,240 --> 00:25:35,720
with an insanely intuitive 
unintuitive two D 3 -, 3 roll. 

474
00:25:36,040 --> 00:25:38,560
But why? 
The main reason is due to the 

475
00:25:38,560 --> 00:25:41,360
probabilities below and what 
there's a graphic here, and it 

476
00:25:41,360 --> 00:25:46,440
says -1 gives you an 11.11% 
chance. 

477
00:25:47,040 --> 00:25:55,440
You have a 2222.22% chance for a
0, a 33.33% chance for A1, a 

478
00:25:55,440 --> 00:26:00,800
22.22% chance for A2 and an 
11.11% chance for a three. 

479
00:26:00,800 --> 00:26:03,960
So it's a very it's, it's, it's 
obviously like an I saw curve 

480
00:26:03,960 --> 00:26:06,360
there. 
It's like it really, it really 

481
00:26:06,400 --> 00:26:10,360
wrangles in your bonuses to be 
like they're not massive. 

482
00:26:10,960 --> 00:26:14,520
And as I said many times, I love
when characters are very squishy

483
00:26:15,440 --> 00:26:19,120
in the beginning, but also like 
has characters, you know, like 

484
00:26:19,120 --> 00:26:20,920
you don't need to start with the
plus fives or something. 

485
00:26:20,920 --> 00:26:23,280
That's insanity. 
No, absolutely. 

486
00:26:23,280 --> 00:26:25,560
I mean, and, and it's crazy, 
yeah. 

487
00:26:25,880 --> 00:26:27,760
Because you get to a point, 
especially at low levels that if

488
00:26:27,760 --> 00:26:29,440
you're too high-powered, you 
literally just like, well, 

489
00:26:29,440 --> 00:26:32,280
nothing can touch me. 
Yeah, like and everyone, you 

490
00:26:32,280 --> 00:26:34,640
know, does this. 
As you can see, it's simpler 

491
00:26:34,640 --> 00:26:37,160
than BX. 
First of all, I believe that 

492
00:26:37,160 --> 00:26:40,000
rolling in BX, that rolling in 
BX should be more player 

493
00:26:40,000 --> 00:26:42,080
friendly and there are no 
changes to ability scores after 

494
00:26:42,080 --> 00:26:45,440
rolling in mini BX, etcetera, 
etcetera, etcetera. 

495
00:26:45,960 --> 00:26:47,280
I think it's neat. 
I think it's really clever. 

496
00:26:47,280 --> 00:26:49,680
I do like that and I think the 
math is interesting. 

497
00:26:50,320 --> 00:26:55,280
It's kind of the same way that 
like Merkboard does their scores

498
00:26:55,280 --> 00:26:58,600
and stuff too. 
So in a similar kind of idea 

499
00:26:58,600 --> 00:27:04,760
that you can get a low kind of 
negative to start to like a low 

500
00:27:04,760 --> 00:27:06,120
kind of positive to start, and 
that's about it. 

501
00:27:07,280 --> 00:27:10,160
But that was talking about #3 
skills #4 is archetype. 

502
00:27:10,520 --> 00:27:12,920
So archetypes replace classes 
and there are six of them. 

503
00:27:12,920 --> 00:27:14,880
There's three human archetypes 
and three non human. 

504
00:27:14,880 --> 00:27:16,920
You got cleric, warrior, and 
wizard are you humans? 

505
00:27:17,360 --> 00:27:20,640
And then you got dwarf, elf, and
hafling are you're non humans. 

506
00:27:21,640 --> 00:27:23,480
You don't have to pick one now 
if you don't want to because 

507
00:27:23,480 --> 00:27:24,600
we're going to go over our types
later. 

508
00:27:25,240 --> 00:27:28,200
Brute Brute Master is definitely
a dwarf, you know. 

509
00:27:28,600 --> 00:27:30,240
OK, all right. 
We're going to go non human. 

510
00:27:30,240 --> 00:27:32,600
We'll go dwarf with that. 
And then next we get to the Hit 

511
00:27:32,600 --> 00:27:34,360
Dice chain, which is an 
interesting. 

512
00:27:34,360 --> 00:27:36,280
It's basically like the core of 
the game. 

513
00:27:36,280 --> 00:27:41,440
So we'll go over this, but the 
Hit Dice chain, it talks about 

514
00:27:41,440 --> 00:27:44,840
it in game design. 
Note 3 is basically an 

515
00:27:44,840 --> 00:27:47,680
adaptation of the Black Axe 
usage die and I think that's 

516
00:27:47,680 --> 00:27:50,520
really interesting. 
We turned around with using hit 

517
00:27:50,520 --> 00:27:53,400
dice as HP before I would use it
a little different way, but this

518
00:27:53,400 --> 00:27:55,480
is a cool way to do it. 
And it basically is like your 

519
00:27:55,480 --> 00:27:58,640
whole character in this hit dice
and it's also your like attacks 

520
00:27:58,640 --> 00:28:00,240
and defense and spells and 
everything. 

521
00:28:00,240 --> 00:28:02,440
So basically says this is the 
core mechanic. 

522
00:28:02,440 --> 00:28:04,760
It mean to be extra placing. 
Most of the rules from BX hit 

523
00:28:04,760 --> 00:28:08,880
points and attacks work with a 
hit dice chain called an HD 

524
00:28:08,880 --> 00:28:12,280
chain, except that they use 
multiple different words 

525
00:28:12,280 --> 00:28:14,160
throughout the entire thing. 
Sometimes it's called a hit dice

526
00:28:14,160 --> 00:28:17,280
chain, sometimes it's just 
called a dice chain, sometimes 

527
00:28:17,280 --> 00:28:19,720
it's called HD chain. 
There's like 4 different words 

528
00:28:19,720 --> 00:28:22,040
where a little bit of uniformity
would be would be a little bit 

529
00:28:22,040 --> 00:28:23,440
nice. 
I just in my notes I just called

530
00:28:23,440 --> 00:28:26,920
it an HDC and I thought that was
that worked. 

531
00:28:26,920 --> 00:28:29,280
Funny because I saw it referred 
to as I think, a dice chain at 

532
00:28:29,280 --> 00:28:30,480
one point. 
I was like, Ryan's gonna say 

533
00:28:30,480 --> 00:28:33,000
something. 
There's a note when we get to 

534
00:28:33,000 --> 00:28:34,680
the archetype section. 
I think I literally like 

535
00:28:34,680 --> 00:28:37,280
highlighted and and said what I 
just said till I'll say it again

536
00:28:37,280 --> 00:28:40,480
later. 
So, so basically the way it 

537
00:28:40,480 --> 00:28:44,920
works is each archetype will 
have a specific hit dice, which 

538
00:28:45,080 --> 00:28:47,040
if you've ever played any D&D 
games, you understand that. 

539
00:28:47,040 --> 00:28:49,240
So it'll be different. 
Like Wizards are like AD four 

540
00:28:49,240 --> 00:28:52,800
and warriors are AD 8. 
And then whatever the hit dice 

541
00:28:52,800 --> 00:28:57,720
is, you get dice equal to the 
lower or the ones below that, 

542
00:28:57,720 --> 00:28:59,680
right? 
So if you have, the example is 

543
00:28:59,680 --> 00:29:06,040
if you have a warrior that is AD
8, you'll have AD 8, AD 6 and AD

544
00:29:06,040 --> 00:29:08,920
4. 
But if you have a wizard, you're

545
00:29:08,920 --> 00:29:13,040
just going to have AD 4. 
So you don't get that lower dice

546
00:29:13,040 --> 00:29:14,960
change, right? 
But if you're like a fourth 

547
00:29:14,960 --> 00:29:17,960
level warrior, you just keep 
getting more hit dice of your 

548
00:29:17,960 --> 00:29:19,680
class at dice, which is your 
highest 1. 

549
00:29:19,680 --> 00:29:23,920
So you'll get like 4D8 plus 1D6 
plus 1D four. 

550
00:29:24,280 --> 00:29:27,560
And if you're a level 4 wizard, 
you're just going to have 4D 

551
00:29:27,560 --> 00:29:28,960
four. 
That's it. 

552
00:29:30,080 --> 00:29:31,560
So it's neat, it's really 
interesting. 

553
00:29:31,560 --> 00:29:33,400
I like it. 
And as we get into the way 

554
00:29:33,400 --> 00:29:35,760
combat and stuff works with it, 
I think it's clean. 

555
00:29:35,760 --> 00:29:37,280
I think it's clean the whole way
through. 

556
00:29:37,720 --> 00:29:39,720
Yeah, I did enjoy reading 
through combat in this one. 

557
00:29:40,120 --> 00:29:43,520
Yeah, there's one thing I, I'm 
not a big, I'm sure I, I want to

558
00:29:43,520 --> 00:29:46,680
discuss about that. 
But I think I think this is 

559
00:29:46,680 --> 00:29:48,080
really smart. 
I think this is really, really 

560
00:29:48,080 --> 00:29:50,920
clever. 
The fact that it's basically 

561
00:29:50,920 --> 00:29:53,880
like your whole you is really 
neat. 

562
00:29:55,400 --> 00:29:59,000
So game design Note 3, we're 
going to shoot down to there 

563
00:29:59,000 --> 00:30:04,440
real quick and go over this HD 
chains and combat rules. 

564
00:30:05,080 --> 00:30:07,720
I'll get into the other stuff 
later, but it says in terms of 

565
00:30:07,720 --> 00:30:13,760
TJPG combat, we're not going to 
go over this right now. 

566
00:30:13,960 --> 00:30:17,200
We'll wait for combat, OK? 
I'll be here so. 

567
00:30:17,560 --> 00:30:20,200
Yeah, so that's number five, hit
dash train. 

568
00:30:20,200 --> 00:30:23,040
Number six is saves. 
Your archetype determines your 

569
00:30:23,040 --> 00:30:24,880
saves. 
We'll go over saves, but saves 

570
00:30:24,880 --> 00:30:26,600
are basically you get a number 
of them. 

571
00:30:27,880 --> 00:30:30,320
Your equipment, it says choose 
four pieces of equipment as 

572
00:30:30,320 --> 00:30:33,840
desired, for example, armor, 
weapon, backpack, and rope. 

573
00:30:34,200 --> 00:30:36,840
PCs can't begin with plate mail 
as armor, a characterization. 

574
00:30:36,840 --> 00:30:40,560
So you get 4 things, but no 
equipment is ever discussed 

575
00:30:40,560 --> 00:30:46,080
outside of armor and weapons. 
So you can just have have it and

576
00:30:46,080 --> 00:30:48,640
I assume it's just a narrative 
usage thing and that's it. 

577
00:30:48,960 --> 00:30:50,600
I would also assume that as 
well. 

578
00:30:50,760 --> 00:30:54,200
Yeah #8 is armor. 
You just write it down, plus 

579
00:30:54,200 --> 00:30:56,480
your bonuses, which can be 
apparently everything but plate 

580
00:30:56,480 --> 00:30:59,560
armor. 
And then #9 is your carrying 

581
00:30:59,560 --> 00:31:01,800
capacity. 
So there's no real discussion of

582
00:31:01,800 --> 00:31:04,480
equipment or how any of it 
works, but there is a carrying 

583
00:31:04,480 --> 00:31:09,640
capacity even though there's no.
I mean obviously this isn't a 

584
00:31:09,640 --> 00:31:11,600
game where you can just have 
make your shit up and it 

585
00:31:11,600 --> 00:31:12,880
specifically says make your shit
up. 

586
00:31:13,040 --> 00:31:16,920
But it never says like what is 
one item is worth 1 is 2 items 

587
00:31:16,920 --> 00:31:18,640
worth? 
Like there's no discussion of 

588
00:31:18,640 --> 00:31:21,480
that. 
But like again, this is a game 

589
00:31:21,480 --> 00:31:22,840
for people that have done this 
shit before. 

590
00:31:22,840 --> 00:31:25,840
So I know that A2 handed weapon 
is probably. 

591
00:31:25,840 --> 00:31:30,840
Probably 2 slots, yeah. 
Yeah, and this is the first time

592
00:31:30,840 --> 00:31:35,080
you'll see how the dice chain, 
you derive basically everything 

593
00:31:35,080 --> 00:31:37,400
from the dice chain, right? 
So PCs can carry a number of 

594
00:31:37,400 --> 00:31:41,920
items equal to their life 
modifier plus life plus the 

595
00:31:41,920 --> 00:31:44,840
total number of dice in their 
hit chain total in their hit 

596
00:31:44,840 --> 00:31:46,640
chain. 
And the example is a level 2 

597
00:31:46,640 --> 00:31:49,000
warrior would have 2D eights, AD
6 and AD 4. 

598
00:31:49,000 --> 00:31:52,200
So that's total A4 dice. 
And if they have a life of 

599
00:31:52,400 --> 00:31:56,600
modifier of two, that gives him 
6 items that they can carry. 

600
00:31:57,920 --> 00:32:03,520
So clever it's a way that to 
derive everything that you to to

601
00:32:03,960 --> 00:32:05,840
everything you need from the 
dice chain, which again is the 

602
00:32:05,840 --> 00:32:08,680
core of the entire game. 
And it says you can always carry

603
00:32:08,680 --> 00:32:11,400
a minimum of two no matter what 
any of your modifiers and shit 

604
00:32:11,400 --> 00:32:13,440
are, which is nice. 
You can always at least carry 

605
00:32:13,840 --> 00:32:15,640
like some armor and a weapon 
basically. 

606
00:32:16,120 --> 00:32:18,360
And then you have magic circles 
is number 10. 

607
00:32:18,360 --> 00:32:20,680
Archetypes give you magic 
circles and that's the whole 

608
00:32:20,680 --> 00:32:23,000
thing. 
That's that's character, 

609
00:32:23,000 --> 00:32:25,240
Christian name, alignment 
skills, archetype, hit dice 

610
00:32:25,240 --> 00:32:28,520
chain saves, equipment, armor, 
carrying capacity and magic 

611
00:32:28,520 --> 00:32:33,240
circles. 
So next section is skills. 

612
00:32:33,240 --> 00:32:34,680
There are five of them, like I 
said before. 

613
00:32:35,120 --> 00:32:37,960
There's attack, which is your 
skills with combat, and it's 

614
00:32:37,960 --> 00:32:40,000
added to weapon dice when 
attacking. 

615
00:32:40,200 --> 00:32:42,640
There's armor, which is 
defensive ability, and it's 

616
00:32:42,640 --> 00:32:46,800
added to your first defense role
along with life. 

617
00:32:47,000 --> 00:32:51,720
Remind me to to come back to 
that against any attack, armor 

618
00:32:51,720 --> 00:32:53,640
and Shields can increase this 
value further. 

619
00:32:54,040 --> 00:32:59,640
Added to the first defense role 
along with life magic scale with

620
00:32:59,640 --> 00:33:02,880
magic, add it to spell dice 
rolls and adds the number of 

621
00:33:02,880 --> 00:33:05,480
fells known and or casted per 
circle. 

622
00:33:06,200 --> 00:33:08,480
Your life modifiers, your 
toughness and vitality. 

623
00:33:08,480 --> 00:33:12,080
It's added to all defense rolls 
against attacks and determines a

624
00:33:12,080 --> 00:33:14,160
PCs carrying capacity which 
you've talked about already. 

625
00:33:14,520 --> 00:33:17,640
And then the morale is your 
charisma and luck. 

626
00:33:19,120 --> 00:33:21,600
Added to morale checks and 
determines how many mercenaries 

627
00:33:21,600 --> 00:33:25,160
APC can hire I. 
Hire one. 

628
00:33:25,760 --> 00:33:29,600
You can hire one, but let's 
let's talk about morale later. 

629
00:33:29,600 --> 00:33:30,960
Remind me to talk about morale 
later. 

630
00:33:30,960 --> 00:33:34,840
Because if it's if morale is 
charisma and luck, why isn't it 

631
00:33:34,840 --> 00:33:37,640
just called charisma or luck and
not morale? 

632
00:33:38,880 --> 00:33:43,560
You know. 
Initiative, it says just like 

633
00:33:43,560 --> 00:33:49,080
MBX, the GM and players roll 
A1D6 each round. 

634
00:33:50,320 --> 00:33:52,640
Whoever rolls the highest acts 
first as a group. 

635
00:33:52,920 --> 00:33:56,120
And if there's a tie, everyone 
acts the same time at the G Ms. 

636
00:33:56,120 --> 00:33:58,320
discretion. 
I would love to know how 

637
00:33:58,320 --> 00:34:00,000
everyone acts. 
I mean, everyone, quote UN quote

638
00:34:00,000 --> 00:34:02,600
acts at the same time 
narratively, but like that, 

639
00:34:02,600 --> 00:34:08,560
that's not a, that's not a, 
that's not a rule. 

640
00:34:08,639 --> 00:34:10,440
That's not that doesn't help 
anybody, you know what I mean? 

641
00:34:10,800 --> 00:34:16,520
I have a hard time with everyone
acts at the same time because 

642
00:34:16,520 --> 00:34:17,320
that. 
Doesn't work. 

643
00:34:17,719 --> 00:34:20,080
Yeah. 
Yeah, like narratively you can 

644
00:34:20,080 --> 00:34:22,440
say that, oh, you did all of 
this in time or whatever, but I 

645
00:34:22,440 --> 00:34:24,639
still need an order in which 
people actually, yeah, events. 

646
00:34:25,159 --> 00:34:27,040
Events inherently are 
sequential. 

647
00:34:27,040 --> 00:34:30,520
That's how time works. 
I mean by our perception of it, 

648
00:34:30,840 --> 00:34:33,440
but right. 
Even if you have to, even if all

649
00:34:33,440 --> 00:34:37,199
of the events once said happened
at the same time, they still 

650
00:34:37,199 --> 00:34:40,679
have to be said in an order. 
Yes, I yeah, yes. 

651
00:34:42,080 --> 00:34:44,400
I've read something else. 
Previously that also had another

652
00:34:44,639 --> 00:34:46,679
like, oh the turns all happen at
once. 

653
00:34:46,679 --> 00:34:48,600
I'm just like, what the fuck 
does that mean man? 

654
00:34:49,000 --> 00:34:56,159
They apparently cannot. 
Movement, distance and actions. 

655
00:34:56,159 --> 00:34:59,320
So I talked about two things. 
The first says theater of the 

656
00:34:59,320 --> 00:35:01,840
Mind, which? 
Very self out of that. 

657
00:35:02,240 --> 00:35:03,240
Yeah, we're not going to explain
that. 

658
00:35:03,680 --> 00:35:05,520
If you're listening to this 
podcasting, the ability to the 

659
00:35:05,520 --> 00:35:09,280
mind is I'm shocked you're. 
This deep end, you're still 

660
00:35:09,280 --> 00:35:09,880
listening to us. 
Oh. 

661
00:35:10,880 --> 00:35:14,120
God, yeah, yeah, I'm shocked 
that IN was listening at all. 

662
00:35:14,360 --> 00:35:16,560
But obviously this is a 
preference. 

663
00:35:16,600 --> 00:35:20,160
Like, you can use a fucking map 
if you want, right? 

664
00:35:21,120 --> 00:35:24,240
And then the next part is combat
distances, basically the short, 

665
00:35:24,240 --> 00:35:27,120
medium and far. 
Which God, if you've read TT 

666
00:35:27,120 --> 00:35:28,400
every cheese, you understand 
what that means. 

667
00:35:29,720 --> 00:35:33,880
And in a turn you can basically 
move one distance and take an 

668
00:35:33,880 --> 00:35:36,680
action or move two distances. 
There you go. 

669
00:35:36,760 --> 00:35:37,480
Done. 
So perfect. 

670
00:35:37,480 --> 00:35:41,280
And and most range attacks can 
target up to medium, which 

671
00:35:41,680 --> 00:35:44,120
reasonable. 
Yeah. 

672
00:35:44,120 --> 00:35:46,880
So basically you're not long 
bowing shit from 500 yards away.

673
00:35:47,880 --> 00:35:51,920
So we're going to get into 
attack and damage in combat, 

674
00:35:52,080 --> 00:35:54,760
which is where I think our first
like big discussion is going to 

675
00:35:54,760 --> 00:35:56,760
happen and we're going to jump 
back to GD and three. 

676
00:35:56,760 --> 00:36:02,160
So basically, and they, they say
this a lot of the time 

677
00:36:02,160 --> 00:36:04,360
throughout the book to the point
where you don't need to say it. 

678
00:36:04,360 --> 00:36:08,120
So if we go back to movement 
distance and actions, it says 

679
00:36:08,120 --> 00:36:10,920
these rules replaced the 
standard B and BX action 

680
00:36:10,920 --> 00:36:13,480
economy. 
And then attack and damage, it 

681
00:36:13,480 --> 00:36:16,120
says these rules replaced the 
normal BX action and damage 

682
00:36:16,120 --> 00:36:17,760
sequence. 
You don't need to say that they.

683
00:36:18,080 --> 00:36:21,760
Do we're actually reading mini 
BX right now so and it's this 

684
00:36:21,840 --> 00:36:25,200
games attack and damage sequence
so. 

685
00:36:25,440 --> 00:36:28,520
Like the whole point I think of 
this game is that it replaces 

686
00:36:28,520 --> 00:36:31,040
those things. 
So to say it every time you get 

687
00:36:31,040 --> 00:36:33,440
to a new section becomes 
redundant really quickly. 

688
00:36:33,480 --> 00:36:36,040
I mean, it's fine. 
It's like it's like 8 words, but

689
00:36:36,040 --> 00:36:37,440
like it just becomes redundant 
really quickly. 

690
00:36:37,440 --> 00:36:40,160
So in this section we're going 
to talk about attack roles, 

691
00:36:40,160 --> 00:36:45,440
defense roles, missing residual 
damage ties, death saves, and 

692
00:36:45,440 --> 00:36:49,800
recovering hit ice chain. 
So attack roll super easy peasy.

693
00:36:50,320 --> 00:36:54,160
You roll weapons, attack die. 
So all weapons, say your weapons

694
00:36:54,160 --> 00:36:58,240
like AD 6, you roll your D6 plus
your attack modifier and you 

695
00:36:58,240 --> 00:37:00,920
have to be within the range, 
obviously of of what the you 

696
00:37:00,920 --> 00:37:04,240
can't just swing at long range 
for short range weapon like 

697
00:37:04,240 --> 00:37:06,480
obviously, but that's, that's 
it. 

698
00:37:06,640 --> 00:37:08,200
That's an attack roll. 
Perfect. 

699
00:37:08,200 --> 00:37:12,880
And then it's all opposed rolls.
So then the defense roll, the 

700
00:37:12,880 --> 00:37:17,360
the the defense roll is you roll
your highest dice in your hit 

701
00:37:17,360 --> 00:37:20,040
dice chain plus your armor 
modifier. 

702
00:37:20,480 --> 00:37:22,080
So here's the issue that I have.
Right. 

703
00:37:22,520 --> 00:37:24,400
Yeah, I think we're no, we're 
about to say it, but go ahead 

704
00:37:24,400 --> 00:37:26,200
and say. 
It this is not my biggest issue 

705
00:37:26,200 --> 00:37:28,760
with this small one. 
It says in the wording of the 

706
00:37:28,760 --> 00:37:30,720
actual book. 
It says the target of the attack

707
00:37:30,720 --> 00:37:33,160
then rules the highest die. 
They currently have their hit 

708
00:37:33,160 --> 00:37:34,680
dice chain, which would 
generally be like your 

709
00:37:34,680 --> 00:37:38,200
characters hit dice and adds 
their armor modifier if any to 

710
00:37:38,200 --> 00:37:42,240
the total. 
They do not add life on their 

711
00:37:42,240 --> 00:37:44,560
first roll of an attack made 
against them, only against 

712
00:37:44,560 --> 00:37:48,000
residual damage. 
But when I scroll back up to 

713
00:37:48,000 --> 00:37:49,840
skills here. 
Yes, OK. 

714
00:37:50,720 --> 00:37:55,920
It says armor defensive ability 
added to the first defense role 

715
00:37:55,920 --> 00:37:58,080
along with life against an 
attack. 

716
00:37:58,160 --> 00:38:02,680
That's clearly a contradiction. 
Right off the bat. 

717
00:38:02,680 --> 00:38:05,880
This says that you on the first 
attack, you specifically add 

718
00:38:05,880 --> 00:38:08,360
your defense and life. 
And then in the defense role 

719
00:38:08,360 --> 00:38:11,840
section it specifically says you
add your armor modifier and do 

720
00:38:11,840 --> 00:38:13,360
not add life on the first attack
role. 

721
00:38:13,360 --> 00:38:16,080
That there's that's not 
compatible. 

722
00:38:16,720 --> 00:38:19,400
That's funny because I was 
reading this, this page at least

723
00:38:19,400 --> 00:38:22,640
I read fairly late after the gym
one night. 

724
00:38:22,640 --> 00:38:25,120
And so I was kind of like 
pretty, pretty ready to pass 

725
00:38:25,120 --> 00:38:27,160
out. 
And I went back and forth like 

726
00:38:27,160 --> 00:38:29,000
three times because I'm like, am
I an idiot? 

727
00:38:30,640 --> 00:38:32,280
But no. 
No. 

728
00:38:32,280 --> 00:38:34,560
Well, maybe not. 
Still not Not about this. 

729
00:38:35,080 --> 00:38:36,920
Yeah. 
And then when we get to residual

730
00:38:36,920 --> 00:38:39,080
damage in a second, it 
specifically again calls out the

731
00:38:39,080 --> 00:38:40,920
fact that you don't add life to 
the first one. 

732
00:38:40,920 --> 00:38:45,200
So I think there's just like a a
little bit of a mis wording in 

733
00:38:45,200 --> 00:38:50,200
the armor stat added to the 
first defense role along with 

734
00:38:50,200 --> 00:38:51,760
life. 
They can just chop. 

735
00:38:51,880 --> 00:38:53,600
They literally can just delete 
that whole thing in the 

736
00:38:53,600 --> 00:38:54,640
paragraph and it'd be totally 
fine. 

737
00:38:55,600 --> 00:38:57,120
So that's how defense role 
works. 

738
00:38:57,120 --> 00:39:00,760
So basically an attack role you 
add, you roll. 

739
00:39:00,880 --> 00:39:05,400
Like if you're attacking me, you
would add your weapon damage and

740
00:39:05,400 --> 00:39:09,600
your attack mod, boom. 
And then I would roll my highest

741
00:39:09,600 --> 00:39:13,120
die and on my armor mod. 
And that is how an attack works,

742
00:39:13,840 --> 00:39:16,840
right? 
It's a miss if the defense roll 

743
00:39:16,840 --> 00:39:19,080
exceeds the attack roll, boom, 
easy peasy, right? 

744
00:39:21,040 --> 00:39:23,640
But on hitting damage, if the 
attack roll total is equal to or

745
00:39:23,640 --> 00:39:27,560
higher than the defense roll, 
the attack hits and the defender

746
00:39:27,560 --> 00:39:31,280
loses the highest die from their
dice chain, their HD chain. 

747
00:39:33,360 --> 00:39:36,400
Easy fucking peasy, right? 
Love that super clean. 

748
00:39:36,680 --> 00:39:38,360
Yep, perfect. 
Yeah, right. 

749
00:39:38,360 --> 00:39:42,680
Let's muddy it up a little bit. 
So residual damage, residual 

750
00:39:42,680 --> 00:39:47,440
damage is where I have my first 
kind of like I'll say it like an

751
00:39:47,440 --> 00:39:50,840
issue, right? 
So basically the way residual 

752
00:39:50,840 --> 00:39:55,840
damage works is if the attack 
role is higher right and the 

753
00:39:55,840 --> 00:40:01,080
defender rolls another defense 
role against the difference. 

754
00:40:01,960 --> 00:40:06,720
Of the two rolls using their new
highest hit dice. 

755
00:40:06,920 --> 00:40:10,320
Right. 
Plus their life modifier, but 

756
00:40:10,320 --> 00:40:16,120
not their armor modifier, right.
So for example, say that you 

757
00:40:16,120 --> 00:40:19,840
rolled AD six with an armor 
modifier of two and say you get 

758
00:40:19,840 --> 00:40:22,800
like a four or plus or two. 
That's a six, Yeah. 

759
00:40:23,320 --> 00:40:26,240
And then I'm a, I'm a little 
wizard boy, right? 

760
00:40:26,320 --> 00:40:31,680
And I roll AD 4 and I get a 
three and that's my highest 

761
00:40:31,680 --> 00:40:34,040
dice. 
And let's say I have like a one 

762
00:40:34,800 --> 00:40:36,520
in my armor because I'm just 
adding that. 

763
00:40:36,520 --> 00:40:38,000
So I have a four and you have a 
six. 

764
00:40:38,480 --> 00:40:43,760
So you you hit me or I hit you 
right now you hit me and then 

765
00:40:44,600 --> 00:40:48,720
and then the difference is 2. 
So then I have to then roll 

766
00:40:48,720 --> 00:40:53,880
another time, and then instead 
of adding my armor this time I 

767
00:40:53,880 --> 00:40:56,400
roll my new hit dice, which 
would still be AD 4 because I'm 

768
00:40:56,400 --> 00:41:01,280
a little wizard boy, And then I 
don't add my armor modifier this

769
00:41:01,280 --> 00:41:04,520
time, I add my life modifier and
I have to beat A2. 

770
00:41:05,080 --> 00:41:11,320
If I once again failed to beat 
A2, I lose another hit dice and 

771
00:41:11,320 --> 00:41:17,760
have to keep rolling against the
difference every time until you 

772
00:41:17,800 --> 00:41:19,880
either die or beat the 
difference. 

773
00:41:21,880 --> 00:41:25,760
So my biggest, so my biggest 
issue with that is let's roll 

774
00:41:25,760 --> 00:41:29,920
down to GD and three and look at
the discussion. 

775
00:41:30,200 --> 00:41:32,920
Yeah, it's like, because I think
this is this, this rule is very 

776
00:41:32,920 --> 00:41:39,000
counter to one of the points, 
one of the one of the points. 

777
00:41:39,520 --> 00:41:42,000
So it says in terms of teacher 
pitch combats. 

778
00:41:42,000 --> 00:41:44,880
I hate two things. 
This is what Lucas is saying. 

779
00:41:45,200 --> 00:41:47,560
Lucas Realm. 
Well the first one is tracking 

780
00:41:47,560 --> 00:41:51,480
HP and the second one is long 
combats, parentheses, tons of 

781
00:41:51,480 --> 00:41:53,400
rolls. 
So tracking HP? 

782
00:41:53,400 --> 00:41:55,280
Totally fucking get it. 
Every time you get hit, boom you

783
00:41:55,280 --> 00:41:56,560
lose a hit dice. 
Love it. 

784
00:41:56,920 --> 00:41:59,680
Makes sense, yeah. 
Love it and they have a whole 

785
00:41:59,680 --> 00:42:03,000
section here on I don't like 
tracking HP Boom, there you go, 

786
00:42:03,000 --> 00:42:04,440
I get it. 
I'm right there with you buddy. 

787
00:42:05,200 --> 00:42:08,320
The next paragraph starts as my 
main inspiration was the usage 

788
00:42:08,320 --> 00:42:10,480
dice from the Black hack, which 
is the best part of the black 

789
00:42:10,480 --> 00:42:13,760
hack by converting hit dice into
the dice chain. 

790
00:42:14,240 --> 00:42:17,280
Hit dice chain. 
I hit dice chain the way PCs 

791
00:42:17,280 --> 00:42:19,000
lose any die blah blah blah blah
blah right? 

792
00:42:19,400 --> 00:42:21,400
OK, so this is how I solve the 
two issues. 

793
00:42:21,400 --> 00:42:25,680
Number one, it says you only 
roll once in each attack, not 2 

794
00:42:25,680 --> 00:42:28,000
rolls on a successful hit as 
normal in BX. 

795
00:42:28,400 --> 00:42:31,360
More agile and simpler combat 
once players are familiar with 

796
00:42:31,360 --> 00:42:33,040
the rule. 
And then I'm not, I don't care 

797
00:42:33,040 --> 00:42:35,200
about #2 HP values, none of that
stuff matters. 

798
00:42:35,600 --> 00:42:38,360
So but the but number one to me 
feels counterintuitive, right? 

799
00:42:38,360 --> 00:42:41,040
So basically you're saying if 
you're attacking, you only roll 

800
00:42:41,040 --> 00:42:42,640
once and then you're done, 
right? 

801
00:42:42,680 --> 00:42:46,000
And that's fewer defending. 
You can roll a bunch of times a.

802
00:42:46,480 --> 00:42:48,160
Bunch of. 
Times you're robbing Peter to 

803
00:42:48,160 --> 00:42:51,880
pay Paul here like you're you're
making fewer attack rolls to 

804
00:42:51,880 --> 00:42:54,400
potentially add fewer defense 
rolls. 

805
00:42:54,400 --> 00:42:57,000
Not all the time because it has 
to be if if you successfully 

806
00:42:57,000 --> 00:43:00,200
hit, the defender has to roll at
least one more thing again, But 

807
00:43:00,200 --> 00:43:03,320
not only do they have to roll 
the roll again, they have roll a

808
00:43:03,320 --> 00:43:05,280
whole different roll. 
They have to be. 

809
00:43:05,280 --> 00:43:07,360
And now I feel like that slows 
it down even more because you're

810
00:43:07,360 --> 00:43:10,600
going from saying like, OK, I'm 
rolling my defense roll plus 

811
00:43:10,600 --> 00:43:14,320
armor shit, so I you hit me. 
What's the difference? 

812
00:43:14,720 --> 00:43:16,840
OK, the difference is too. 
All right, so I'm going to roll 

813
00:43:16,840 --> 00:43:18,760
again. 
No, wait, it's not defense and 

814
00:43:18,760 --> 00:43:20,280
armor this time. 
It's defense and life. 

815
00:43:20,280 --> 00:43:22,680
OK, I'm going to roll my defense
and life and then do it. 

816
00:43:22,680 --> 00:43:25,200
Shit, I I missed again. 
What's the difference this time?

817
00:43:25,200 --> 00:43:27,880
Oh, the difference is what? 
OK, now I need to do that again.

818
00:43:28,160 --> 00:43:32,720
Like that to me. 
Yeah, it's it's a layer of 

819
00:43:32,720 --> 00:43:38,560
complexity added supposed to not
have several layers of 

820
00:43:38,560 --> 00:43:40,080
complexity. 
Right. 

821
00:43:40,280 --> 00:43:45,600
And like I it just to me, like 
you just hit the nail on the 

822
00:43:45,600 --> 00:43:47,640
head. 
It's just like I thought it was 

823
00:43:47,640 --> 00:43:49,640
like perfectly slimmed down. 
I was like, yeah, perfect, 

824
00:43:49,640 --> 00:43:51,320
great, makes sense. 
And then the whole residual 

825
00:43:51,320 --> 00:43:53,400
damage thing popped up and I was
like, that doesn't. 

826
00:43:53,840 --> 00:43:55,720
And that feels counterintuitive 
to the entire. 

827
00:43:55,720 --> 00:43:57,960
What I feel like is ethos to 
this book, which is to simplify 

828
00:43:57,960 --> 00:43:58,760
it down. 
I'll make it quick. 

829
00:43:59,880 --> 00:44:03,880
I would agree with you there. 
Because if you, if you, if 

830
00:44:03,880 --> 00:44:06,120
you're fighting against a bad, 
bad guy, right, and someone 

831
00:44:06,120 --> 00:44:08,880
rolls super high damage and 
someone put a super low defense,

832
00:44:09,120 --> 00:44:12,600
if you roll low defense a couple
of times, you could have to do 

833
00:44:12,600 --> 00:44:13,880
this thing like two or three 
times. 

834
00:44:14,080 --> 00:44:17,680
Yeah, potentially. 
I wonder, I'm playing through 

835
00:44:17,680 --> 00:44:21,480
scenarios in my head on this and
I think it kind of because 

836
00:44:22,280 --> 00:44:29,840
they're like HP, your hit dice 
chain is like a fairly low like 

837
00:44:30,680 --> 00:44:32,080
health pool that you're pulling 
from. 

838
00:44:32,080 --> 00:44:34,080
Like you burn through those nice
quickly, especially at low 

839
00:44:34,080 --> 00:44:36,080
levels. 
I wonder if this rule is 

840
00:44:36,080 --> 00:44:41,680
specifically to help mitigate 
how unbelievably dangerous 

841
00:44:41,680 --> 00:44:43,680
combat can be at like very low 
levels. 

842
00:44:45,120 --> 00:44:48,480
Because if I just, if I just 
said like you, the person who 

843
00:44:48,480 --> 00:44:52,440
hits, if they, you know, if they
win the attack sequence, right, 

844
00:44:52,760 --> 00:44:56,920
that the loser, the defender 
loses a hit die and they only 

845
00:44:56,920 --> 00:45:01,840
have two or three hit die. 
But no, but you're saying 

846
00:45:01,840 --> 00:45:04,720
mitigate it makes it worse 
because if you fail, you lose a 

847
00:45:04,720 --> 00:45:07,160
hit dice, and if you fail again,
you lose another hit Dice. 

848
00:45:07,160 --> 00:45:08,880
And if you fail again, you lose 
another hit dice. 

849
00:45:08,920 --> 00:45:11,280
Yeah, you're right. 
I love the brutality of that. 

850
00:45:11,280 --> 00:45:14,240
I just think the whole concept 
of it is is is counterintuitive 

851
00:45:14,240 --> 00:45:15,800
to the ethos. 
It's also like the biggest 

852
00:45:15,800 --> 00:45:17,760
paragraph rule to explain this 
thing in here. 

853
00:45:18,920 --> 00:45:21,920
So. 
So I wrote up a quick heck for 

854
00:45:21,920 --> 00:45:23,720
this already. 
Do you really? 

855
00:45:24,240 --> 00:45:26,960
Yeah, so it says for a real, I 
said for a real simplification, 

856
00:45:26,960 --> 00:45:28,680
you could just get rid of 
residual damage. 

857
00:45:28,680 --> 00:45:30,800
Like if you get hit, you lose a 
hit dice done. 

858
00:45:30,800 --> 00:45:33,160
So right, It's very kind of 
tunnel goonsie, right? 

859
00:45:33,160 --> 00:45:36,720
Like it reduces the damage you 
can take the next time and boom,

860
00:45:36,720 --> 00:45:39,360
super quick. 
Like both people rolled like 

861
00:45:39,360 --> 00:45:41,640
once and then it's done. 
But if you still want to use hit

862
00:45:41,640 --> 00:45:45,600
dice, my potential hack I wrote 
was if the attacker rolls 

863
00:45:45,600 --> 00:45:49,640
maximum damage and the defender 
rolls minimum defense, just lose

864
00:45:49,640 --> 00:45:54,600
2 instead and move on. 
Because theoretically at low 

865
00:45:54,600 --> 00:45:58,160
level right? 
Like at level 1, let's say even 

866
00:45:58,160 --> 00:46:00,520
level 2 wizard if. 
You if they roll. 

867
00:46:01,360 --> 00:46:04,680
If they rolled defense bad twice
they did, they're dead. 

868
00:46:05,360 --> 00:46:07,640
Which I'm again, I'm totally 
fine with the brutality. 

869
00:46:07,840 --> 00:46:13,440
But in that same vein, if they 
roll lowest on the 1st roll, 

870
00:46:13,440 --> 00:46:16,400
they roll like a one on that D4 
and you're hitting and you roll 

871
00:46:16,400 --> 00:46:20,080
like a six on your weapon, 
they're dead because you lose. 

872
00:46:20,200 --> 00:46:21,200
Dead. 
I'm fine with that. 

873
00:46:21,240 --> 00:46:22,920
I think that's a very fine and 
clean. 

874
00:46:23,040 --> 00:46:25,800
Yeah, I just think there's a 
simplification of this 

875
00:46:25,800 --> 00:46:30,000
simplification. 
Wizard dying in one hit is the 

876
00:46:30,000 --> 00:46:33,080
most true the form I. 
Love it love it. 

877
00:46:33,600 --> 00:46:36,600
I I just. 
I love the dice chain. 

878
00:46:36,840 --> 00:46:39,320
I love how attack works. 
I love how defense works. 

879
00:46:39,320 --> 00:46:43,600
I love how miss works because 
basically how miss also worked 

880
00:46:43,600 --> 00:46:46,240
is like if you if you if you 
roll, if you attack and roll 

881
00:46:46,240 --> 00:46:49,200
higher, they lose a dice chain, 
they lose a hit dice. 

882
00:46:49,440 --> 00:46:51,600
If you attack and roll lower, 
they don't lose a hit dice. 

883
00:46:51,600 --> 00:46:55,720
If you hit even they lose a hit 
dice, but you don't go with the 

884
00:46:55,760 --> 00:46:56,960
residual. 
Damage, yeah. 

885
00:46:57,000 --> 00:46:59,120
Right. 
Yeah, but I just think residual 

886
00:46:59,120 --> 00:47:01,840
damage feels like the clunkiest 
thing in this entire rule set 

887
00:47:01,840 --> 00:47:04,840
when the rest of it is literally
designed to be super, super 

888
00:47:04,840 --> 00:47:08,680
simple. 
And again, I really like the way

889
00:47:08,680 --> 00:47:10,600
attack an offense works. 
I just think residual Damon, 

890
00:47:10,600 --> 00:47:13,400
it's just it feels like this 
giant thing tacked on to the 

891
00:47:13,400 --> 00:47:15,800
end. 
So anyway, so then ties when an 

892
00:47:15,800 --> 00:47:17,560
attacker defender tie, the 
defender still loses. 

893
00:47:17,560 --> 00:47:19,560
Hit ties. 
They said that death. 

894
00:47:19,640 --> 00:47:21,680
If you lose your last D4, you're
fucking dead. 

895
00:47:21,840 --> 00:47:31,800
There's no saving throws. 
Love it saves AI have notes for 

896
00:47:31,800 --> 00:47:32,880
this and I'm just reading stuff 
out. 

897
00:47:33,240 --> 00:47:37,760
Basically Defender is available 
to use a save for a bunch of 

898
00:47:37,760 --> 00:47:39,480
different things. 
We'll get to saves later, but 

899
00:47:39,480 --> 00:47:42,720
one of the things that you can 
do is if you're going to spend 

900
00:47:42,720 --> 00:47:45,600
your last D4, like if it, if 
it's gone, if it's spent, you 

901
00:47:45,600 --> 00:47:49,200
can use a save, which is like a 
point and just not die. 

902
00:47:49,320 --> 00:47:52,160
You can just keep your D4. 
It's one of the it's one of the 

903
00:47:52,160 --> 00:47:54,480
things you can do with a save, 
which is specifically stave off 

904
00:47:54,480 --> 00:47:56,880
death. 
So that helps you a little bit. 

905
00:47:56,880 --> 00:47:58,800
It's kind of a way to like tuck 
in as if there. 

906
00:47:58,800 --> 00:48:01,040
I like that. 
I think it's great and then 

907
00:48:01,160 --> 00:48:04,440
recovering hit dice chain dice 
lost dice from hit dice chain 

908
00:48:04,440 --> 00:48:07,480
are not restored after combat. 
You have to do stuff for it. 

909
00:48:09,240 --> 00:48:14,640
And then there's a whole like 
pretty lengthy example of play 

910
00:48:14,640 --> 00:48:17,240
here, which is fantastic and I 
love that it's in here. 

911
00:48:17,240 --> 00:48:21,400
They do this a lot and I think 
they're great and and Azine this

912
00:48:21,400 --> 00:48:23,640
small to have this many examples
of play is fantastic. 

913
00:48:24,520 --> 00:48:27,640
Absolutely. 
So moving on Hit dice recovery. 

914
00:48:27,920 --> 00:48:29,560
So how does this work? 
You must be in the safe place to

915
00:48:29,560 --> 00:48:33,320
rest and the way it works, and 
this is brutal, you roll your 

916
00:48:33,320 --> 00:48:38,520
current highest hit dice versus 
the last lost hit dice you had, 

917
00:48:39,000 --> 00:48:42,800
and then if the lost hit dice is
better, you get it back, and if 

918
00:48:42,800 --> 00:48:45,680
the current hit dice is better, 
the wound gets worse and you 

919
00:48:45,680 --> 00:48:48,160
lose another hit dice. 
And if it's your. 

920
00:48:48,160 --> 00:48:51,840
Last E4 you die, so try to heal 
can kill you. 

921
00:48:51,960 --> 00:48:53,600
Yeah. 
Crazy. 

922
00:48:54,080 --> 00:48:55,280
It's brutal. 
I like it. 

923
00:48:55,280 --> 00:48:56,800
I like the. 
Brutality of it, that is a 

924
00:48:56,840 --> 00:48:59,320
really good rule, so. 
I think it's really interesting 

925
00:48:59,320 --> 00:49:01,880
that it's just like, there's no 
way to just like chill out for a

926
00:49:01,880 --> 00:49:02,840
little while and you get it 
back. 

927
00:49:02,840 --> 00:49:04,840
It's like, no, you have to roll 
this and. 

928
00:49:04,840 --> 00:49:07,880
No, listen, if you go sleep in 
the bed for 8 hours, you'll be 

929
00:49:07,880 --> 00:49:09,720
perfectly healed. 
Yeah. 

930
00:49:09,800 --> 00:49:13,160
So the worst part of it is like 
if you're rolling, say you're 

931
00:49:13,160 --> 00:49:16,680
higher level and you're like a 
4D8 warrior, right? 

932
00:49:17,040 --> 00:49:18,920
And you lost one of your D 
eights, you're rolling ADA 

933
00:49:19,000 --> 00:49:23,000
versus D8. 
So it's actually at lower levels

934
00:49:23,000 --> 00:49:25,400
you have a higher chance of 
getting it back, which I think 

935
00:49:25,400 --> 00:49:28,440
is a really interesting mechanic
built into the game at higher 

936
00:49:28,440 --> 00:49:31,280
levels when they're kind of 
less, not less important, but 

937
00:49:31,280 --> 00:49:33,760
like less debt. 
If you're like level 8 and you 

938
00:49:33,760 --> 00:49:36,720
lose one hit dice, like that 
sucks, but you still have like 7

939
00:49:36,720 --> 00:49:39,240
more, right? 
And if you lose one more in 

940
00:49:39,240 --> 00:49:42,640
healing, it's like, OK, you 
still have 6 more, but at level 

941
00:49:42,640 --> 00:49:47,400
1, and if you lose your D8, 
you're rolling AD 8 versus AD 6.

942
00:49:47,400 --> 00:49:49,800
So mathematically you do have a 
better chance of getting it 

943
00:49:49,800 --> 00:49:51,640
back. 
I think that's super clever and 

944
00:49:51,640 --> 00:49:54,560
again reinforces the entire hit 
dice and which is super clever. 

945
00:49:54,600 --> 00:49:56,600
I don't think it's interesting 
because is there a higher levels

946
00:49:56,600 --> 00:49:58,720
you would really go? 
Is it worth even trying to 

947
00:49:58,720 --> 00:50:01,400
recover this hit dice right now?
Like why would I even do that? 

948
00:50:01,400 --> 00:50:03,120
Like, we'll just keep going, you
know? 

949
00:50:03,280 --> 00:50:04,880
That's exactly. 
I mean, that's another huge part

950
00:50:04,880 --> 00:50:06,960
of which I think is a really 
cool, like built in choice 

951
00:50:06,960 --> 00:50:09,760
moment of man do I really want 
to try. 

952
00:50:10,960 --> 00:50:13,360
Which is great at low levels. 
Obviously you're like fuck it, I

953
00:50:13,360 --> 00:50:15,720
got to try to get it back. 
But how bad would it suck to 

954
00:50:15,720 --> 00:50:21,120
like you're on AD 8, you lose 
it, you roll D6 to heal and lose

955
00:50:21,120 --> 00:50:23,400
it because you failed and now 
you're on your last D4 and the 

956
00:50:23,400 --> 00:50:27,200
only way that you can heal back 
is to try to heal again, which 

957
00:50:27,200 --> 00:50:28,360
could literally kill you. 
I. 

958
00:50:28,720 --> 00:50:30,280
Think it's great. 
I think it's like a narrative 

959
00:50:30,280 --> 00:50:33,240
like, you know, you have a 
wound, you have a bad wound, you

960
00:50:33,240 --> 00:50:37,480
gained in combat. 
And we're not in 2025 in this 

961
00:50:37,480 --> 00:50:40,040
game, but I assume I wouldn't be
playing that year. 

962
00:50:40,240 --> 00:50:42,680
So like, you know, the medical 
technology is not up. 

963
00:50:42,720 --> 00:50:46,120
Like, you're going to try to get
better, but also wounds can get 

964
00:50:46,120 --> 00:50:50,160
worse, you know, like you're 
trying to, you know, go for 

965
00:50:50,160 --> 00:50:50,560
good. 
Oh, just. 

966
00:50:50,680 --> 00:50:52,720
Say you're trying to like dig 
out that piece of shrapnel and 

967
00:50:52,720 --> 00:50:54,080
you're like Nick and Artery, you
know? 

968
00:50:54,880 --> 00:50:58,200
There there is like a little 
blur bullet point on treatment, 

969
00:51:00,400 --> 00:51:03,120
which is that the GM agrees the 
wound is treated in a plausible 

970
00:51:03,120 --> 00:51:04,240
way. 
The character can roll their 

971
00:51:04,240 --> 00:51:06,320
lost hit die twice and take the 
better result. 

972
00:51:06,520 --> 00:51:10,440
I think that's a cool way to 
address finding medical help, 

973
00:51:10,520 --> 00:51:13,160
but I would be like hey listen, 
you're going to fucking piss 

974
00:51:13,160 --> 00:51:16,280
poor town and nowhere land bro. 
There's not a doctor here. 

975
00:51:16,760 --> 00:51:21,400
Yeah, yeah, I mean, but yeah, 
like I they start kind of around

976
00:51:21,400 --> 00:51:26,440
this point having like the 
narrative be like, hey, give us 

977
00:51:26,440 --> 00:51:28,720
a narrative reason and we'll 
we'll we'll do whatever. 

978
00:51:28,720 --> 00:51:29,840
Like you said, like you get to 
roll. 

979
00:51:30,120 --> 00:51:32,560
It's what I'd love to is it's 
not just like, hey, give us a 

980
00:51:32,560 --> 00:51:35,400
narrative reason for treatment 
and sure, you just get hit the 

981
00:51:35,400 --> 00:51:36,680
ice pack. 
It's like no, no, no, no. 

982
00:51:36,680 --> 00:51:38,120
You just get advantage and 
that's it. 

983
00:51:38,200 --> 00:51:38,680
That's all. 
And I. 

984
00:51:38,800 --> 00:51:41,160
Think that's great. 
You know, I think that's yeah, 

985
00:51:41,200 --> 00:51:42,560
yeah. 
I mean. 

986
00:51:42,840 --> 00:51:45,240
It's, it's, it's like, it's 
still brutal, but you're like, 

987
00:51:45,400 --> 00:51:47,320
we'll throw you a very small 
bone. 

988
00:51:48,520 --> 00:51:50,280
And then there's a whole another
example of play here, which is 

989
00:51:50,280 --> 00:51:53,080
great. 
So next we get into saves and 

990
00:51:53,080 --> 00:51:58,040
basically PCs have a pool of 
saves and so they can use to 

991
00:51:58,040 --> 00:52:02,400
auto avoid one effect, one 
traditional effect like like 

992
00:52:02,400 --> 00:52:05,200
what would be a saving throw, 
like being poisoned, for 

993
00:52:05,200 --> 00:52:06,520
example. 
You can just be like, actually, 

994
00:52:06,520 --> 00:52:08,160
I used to save and I'm not 
poisoned. 

995
00:52:08,920 --> 00:52:11,120
And then the other option is 
what we just talked about, which

996
00:52:11,120 --> 00:52:15,960
is saves are regained at the 
start of each session or more at

997
00:52:15,960 --> 00:52:21,240
the GM Think that's really cool.
And then the discussion topic is

998
00:52:21,240 --> 00:52:23,560
down here in GDN 5. 
I read highlighted this. 

999
00:52:24,960 --> 00:52:27,320
Oh, I remember why. 
So it says saves and saving 

1000
00:52:27,320 --> 00:52:29,760
throws down here. 
This is the GDN, the game design

1001
00:52:29,760 --> 00:52:32,080
note section. 
It says, in my humble opinion, 

1002
00:52:32,080 --> 00:52:36,720
IMHO, this is Lucas talking. 
Saving throws are a game design 

1003
00:52:36,720 --> 00:52:39,880
mistake. 
And the reason I love that they 

1004
00:52:39,880 --> 00:52:42,240
said in my humble opinion, 
instead of just saving design, 

1005
00:52:42,280 --> 00:52:46,480
like that's exactly what I mean 
is because I am now like, as 

1006
00:52:46,480 --> 00:52:49,000
soon as you're like saving 
throws are a mistake, you're a 

1007
00:52:49,000 --> 00:52:50,440
lot of people be like, no, 
they're fucking not. 

1008
00:52:50,560 --> 00:52:51,800
And you're not listening 
anymore. 

1009
00:52:52,000 --> 00:52:55,880
That's why you use qualifiers 
because you're like, Hey, I'm 

1010
00:52:55,920 --> 00:52:57,720
I'm saying a thing and you go, 
OK, interesting. 

1011
00:52:57,720 --> 00:53:00,160
Let me listen to this thing, you
know, so in my humble mistake, 

1012
00:53:00,160 --> 00:53:03,080
saving throws, saving throws are
a game design mistake. 

1013
00:53:03,400 --> 00:53:06,360
I can't blame early DND 
designers for it as they didn't 

1014
00:53:06,360 --> 00:53:08,960
have a lot of parameters or the 
decades of TT RPG design 

1015
00:53:08,960 --> 00:53:11,440
experience we do now. 
But yes, things such as Fate, 

1016
00:53:11,440 --> 00:53:14,200
Destiny point, Fate or Destiny 
points work much better than 

1017
00:53:14,200 --> 00:53:18,480
saving throws. 
So they decided once per game 

1018
00:53:18,480 --> 00:53:22,360
session a save can save the PC 
from an effect normally governed

1019
00:53:22,360 --> 00:53:28,440
by one of the traditional saves.
So that's I disagree with that, 

1020
00:53:28,880 --> 00:53:31,440
but I really like their thought 
process behind it. 

1021
00:53:31,520 --> 00:53:33,400
I like saving throws. 
I do. 

1022
00:53:33,600 --> 00:53:35,080
Really like saving throws 
actually. 

1023
00:53:35,080 --> 00:53:40,880
So I hate this opinion but. 
No, I mean it's A and what I 

1024
00:53:40,880 --> 00:53:43,280
like is that they explain why 
they think that and why they 

1025
00:53:43,280 --> 00:53:45,600
decided that something like a 
luck point or a fake point or 

1026
00:53:45,600 --> 00:53:48,320
something like that is better 
for their design ethos. 

1027
00:53:48,320 --> 00:53:52,640
Which I think is again why I 
love these game design notes is 

1028
00:53:52,640 --> 00:53:54,360
because it's like, I totally 
hear what they're saying. 

1029
00:53:54,360 --> 00:53:56,040
There's like a whole nother 
paragraph that explains a little

1030
00:53:56,040 --> 00:53:57,720
bit more. 
I just personally disagree. 

1031
00:53:57,960 --> 00:54:00,800
I honestly at the end of the day
would rather have a whole game 

1032
00:54:00,800 --> 00:54:07,080
that is just saving throws than 
a game that is like like action 

1033
00:54:07,080 --> 00:54:09,120
roles with HP and shit like 
that. 

1034
00:54:09,360 --> 00:54:12,000
Like you could have a whole game
that is literally just saving to

1035
00:54:12,000 --> 00:54:14,120
keep your HP I mean. 
I definitely think that like 

1036
00:54:14,120 --> 00:54:16,800
saving throws have their place 
in whatever, whatever game we're

1037
00:54:16,800 --> 00:54:19,360
talking about or like, or they 
don't have a place in that game.

1038
00:54:19,360 --> 00:54:21,080
Obviously I don't think they 
have a place in this game. 

1039
00:54:21,080 --> 00:54:23,160
It wouldn't make sense with how 
everything else is designed. 

1040
00:54:23,160 --> 00:54:26,640
But yeah, I don't I like, I like
saving throws. 

1041
00:54:26,640 --> 00:54:33,720
So I mean, I'm a big BX hack fan
and I like the old school 

1042
00:54:34,200 --> 00:54:37,880
methods and you know, I love 
Wolves Upon the Coast, which has

1043
00:54:38,400 --> 00:54:40,400
saves and you know, yeah, 
listen. 

1044
00:54:41,200 --> 00:54:43,720
I'm just not. 
Fun and creative guys, you know.

1045
00:54:43,880 --> 00:54:48,440
Yeah, used to fucking bum but. 
OSR fucking yeah. 

1046
00:54:50,320 --> 00:54:51,600
That's all you have to say. 
Is OSR new? 

1047
00:54:51,600 --> 00:54:57,600
Yeah, I know raspberries. 
So my, my all an interesting 

1048
00:54:57,600 --> 00:54:59,680
thing that comes up here, which 
is funny because this is written

1049
00:54:59,680 --> 00:55:02,920
in like 2021 or 2022 is 
something that I I, I keep 

1050
00:55:02,920 --> 00:55:05,400
seeing pop up a little bit, 
which I think is very 

1051
00:55:06,360 --> 00:55:08,480
interesting. 
Is this whole like, I can't 

1052
00:55:08,480 --> 00:55:10,800
blame early D&D designers for 
it. 

1053
00:55:11,080 --> 00:55:13,000
They didn't have the parameters 
and blah, blah, blah, blah, 

1054
00:55:13,000 --> 00:55:14,840
blah. 
It's like it's a very weird take

1055
00:55:14,840 --> 00:55:15,920
to have. 
And I've seen some people have 

1056
00:55:15,920 --> 00:55:23,120
this take where they're, it's 
very much like of the time, 

1057
00:55:23,120 --> 00:55:24,720
what, what's the word I'm 
thinking of where it's like, I 

1058
00:55:24,720 --> 00:55:26,840
think this is the best because 
it's the thing that I'm seeing 

1059
00:55:26,840 --> 00:55:28,600
right now. 
You know what I mean? 

1060
00:55:29,120 --> 00:55:32,160
Like I'm I'm trying to think of 
what worries. 

1061
00:55:32,160 --> 00:55:35,440
Me biased or whatever. 
There's a massive recency bias 

1062
00:55:35,440 --> 00:55:38,040
because I can tell you right now
if this rule didn't exist and 

1063
00:55:38,040 --> 00:55:39,800
someone came out with it now, 
they would think it's the most 

1064
00:55:39,800 --> 00:55:41,280
ingenious thing fucking ever, 
right? 

1065
00:55:41,280 --> 00:55:43,160
Like, I think there's this 
insane recency bias. 

1066
00:55:43,160 --> 00:55:45,920
And I've seen a number of 
people, another blogs, another 

1067
00:55:45,920 --> 00:55:48,880
blogs say things like that where
they're like, man, they didn't 

1068
00:55:48,880 --> 00:55:51,120
know what we know now. 
And it's just like, it's just 

1069
00:55:51,120 --> 00:55:53,680
dice in a fucking game. 
Like any idea is an idea, right?

1070
00:55:54,080 --> 00:55:58,120
Like you're just saying that 
your idea is the the great, 

1071
00:55:58,120 --> 00:56:00,600
great, great, great grandson of 
another idea, right? 

1072
00:56:00,600 --> 00:56:04,520
Versus like this idea, which was
like back in the time, it's just

1073
00:56:04,520 --> 00:56:06,560
an idea that you could get the 
same idea tomorrow. 

1074
00:56:06,560 --> 00:56:09,640
And I guarantee people that have
never read OD and D will come up

1075
00:56:09,640 --> 00:56:11,640
with an idea that thing you 
think is like the newest thing 

1076
00:56:11,640 --> 00:56:14,400
ever and then realize 
eventually, oh shit, that was 

1077
00:56:14,400 --> 00:56:16,480
done 40 years ago, 50 years ago,
you know what I mean? 

1078
00:56:16,480 --> 00:56:19,800
So like an idea is just an idea 
to a point. 

1079
00:56:19,800 --> 00:56:22,840
You know what I mean? 
But I I just not saying that 

1080
00:56:22,840 --> 00:56:25,160
this is wrong, that it's just a 
weird thing that I've seen pop 

1081
00:56:25,160 --> 00:56:27,680
up a bunch of times where people
somehow think that like we're so

1082
00:56:27,680 --> 00:56:28,960
much better now than we were 
before. 

1083
00:56:28,960 --> 00:56:32,000
It's just a fucking. 
Idea We all know that humanity's

1084
00:56:32,000 --> 00:56:35,160
actions, forward movement and 
growth at all times, things were

1085
00:56:35,160 --> 00:56:37,080
only getting better and more 
advanced. 

1086
00:56:37,720 --> 00:56:39,920
Right we never repeat past 
mistakes because we. 

1087
00:56:39,960 --> 00:56:42,280
Always learn. 
We've never done that. 

1088
00:56:42,680 --> 00:56:47,480
Right, you know, so anyway, I 
just thought that was a really 

1089
00:56:47,480 --> 00:56:49,480
interesting thing. 
But again, I really enjoy the 

1090
00:56:49,480 --> 00:56:51,160
take, even if I personally 
disagree with it. 

1091
00:56:51,480 --> 00:56:53,760
And again, that's I love the 
games. 

1092
00:56:53,760 --> 00:56:56,040
I know it's specifically so I 
can hear the take. 

1093
00:56:56,040 --> 00:56:59,760
I love takes when they're 
written with qualifiers and 

1094
00:56:59,760 --> 00:57:00,520
stuff. 
Anyway, so moving on. 

1095
00:57:01,000 --> 00:57:03,200
Next is morale checks. 
This is where I have another 

1096
00:57:03,280 --> 00:57:05,760
little bit of a qualms that says
basically a morale check is in a

1097
00:57:05,760 --> 00:57:10,160
pose role against the game 
Master using your morale 

1098
00:57:10,160 --> 00:57:13,960
modifier for narrative control. 
So if you beat the game master 

1099
00:57:13,960 --> 00:57:16,920
and imposed role, you get 
narrative control and can talk 

1100
00:57:16,920 --> 00:57:20,960
about like the how the situation
is good for you and the game 

1101
00:57:20,960 --> 00:57:24,280
master gets narrative control. 
They can talk about the the 

1102
00:57:24,280 --> 00:57:26,080
situation. 
But when you looked at the 

1103
00:57:26,080 --> 00:57:29,480
morale modifier up at the top, 
it said specifically morale is 

1104
00:57:29,480 --> 00:57:31,800
charisma and luck. 
If the morale is charisma and 

1105
00:57:31,800 --> 00:57:34,600
luck, just call it charisma and 
luck then, because I think one 

1106
00:57:34,600 --> 00:57:37,400
of the remember when they said 
in the skills that the skill is 

1107
00:57:37,400 --> 00:57:40,200
just what it is. 
So armor is for armor. 

1108
00:57:40,560 --> 00:57:43,200
So if morale should be for 
morale, but if morale is for 

1109
00:57:43,200 --> 00:57:45,280
Chrismar luck, just call it 
Chrismar luck, right? 

1110
00:57:45,560 --> 00:57:49,080
And this has nothing to do with 
with morale at all because 

1111
00:57:49,080 --> 00:57:52,880
morale in BX in most games is 
literally about like I killed 

1112
00:57:52,880 --> 00:57:57,320
your boss or half of you do you 
run away from combat right? 

1113
00:57:58,320 --> 00:58:01,400
And in this it specifically is 
not that. 

1114
00:58:01,400 --> 00:58:06,520
And if we go down to game 
design, no #7 it says morale. 

1115
00:58:06,720 --> 00:58:09,440
This is a more comprehensive 
rule than the simple BX morale 

1116
00:58:09,440 --> 00:58:11,680
test. 
I am implemented it as a 

1117
00:58:11,680 --> 00:58:15,280
narrative advantage tool, much 
like story games where players 

1118
00:58:15,280 --> 00:58:16,840
take the narrative for 
themselves. 

1119
00:58:17,000 --> 00:58:19,520
So morale check and mini BX is 
more than just scaring off 

1120
00:58:19,520 --> 00:58:21,680
enemies. 
It's leaving the world, perhaps 

1121
00:58:21,680 --> 00:58:23,920
in metaphysical way, in the PC's
hands and will. 

1122
00:58:24,080 --> 00:58:25,920
I love it. 
I think it's fucking fantastic. 

1123
00:58:25,920 --> 00:58:29,360
I think it's really great. 
But it's just not morale. 

1124
00:58:29,600 --> 00:58:33,800
Like just call it charisma then,
you know, And that's, I mean, 

1125
00:58:33,800 --> 00:58:34,720
easy peasy. 
Boom. 

1126
00:58:35,280 --> 00:58:38,400
If it's charisma, it's charisma,
you know? 

1127
00:58:40,080 --> 00:58:42,520
Next, we're getting to Riz. 
You know. 

1128
00:58:42,520 --> 00:58:45,280
Yeah, yeah. 
Where do you think Riz comes 

1129
00:58:45,280 --> 00:58:47,480
from? 
That's where it comes from, so. 

1130
00:58:47,680 --> 00:58:51,960
Yeah, Charisma. 
Yeah, it's not. 

1131
00:58:51,960 --> 00:58:55,200
I'm skipping time. 
I'm gonna write like a brain rot

1132
00:58:55,200 --> 00:59:00,680
TTRPG and I'm gonna only. 
Use like like the the not even 

1133
00:59:00,680 --> 00:59:06,600
like gin alpha slang like like 
post gin Z like I said skippity 

1134
00:59:06,600 --> 00:59:09,320
toilet fucking. 
Level 10 GAT. 

1135
00:59:09,880 --> 00:59:14,560
Riz or a GAT? 
Yeah, farming. 

1136
00:59:14,560 --> 00:59:16,360
Will be an action in the game, 
you know. 

1137
00:59:16,360 --> 00:59:20,360
You know what's funny Is how how
slang dates people. 

1138
00:59:20,360 --> 00:59:23,640
I saw someone driving a fucking 
Nazi mobile the other day at 

1139
00:59:23,640 --> 00:59:30,760
Tesla and the license plate 
literally said EV swag with two 

1140
00:59:30,760 --> 00:59:33,640
GS. 
Oh God, I just. 

1141
00:59:34,320 --> 00:59:38,840
You hate it but also the word 
was swag so you know that person

1142
00:59:38,840 --> 00:59:43,360
was easily 40 plus because swag 
is definitely like an elder 

1143
00:59:43,360 --> 00:59:47,760
millennial terms when there's so
many things happen after swag. 

1144
00:59:48,280 --> 00:59:50,680
When it was recent, either 
people were like, yeah, I 

1145
00:59:50,680 --> 00:59:54,640
remember being in junior high 
and like seeing people like the 

1146
00:59:55,160 --> 00:59:58,320
say swag and like post swag fits
and stuff. 

1147
00:59:58,400 --> 01:00:00,600
I'm like this, this is lame. 
This is lame. 

1148
01:00:01,120 --> 01:00:01,800
Yeah, it's. 
Super. 

1149
01:00:01,800 --> 01:00:04,840
Lame swag Swag came out the same
time Yolo and shit did. 

1150
01:00:05,560 --> 01:00:07,160
No, yellow is terrible. 
After that. 

1151
01:00:09,040 --> 01:00:11,960
Yeah, I mean, swag was kind of 
swag was almost our parents. 

1152
01:00:12,000 --> 01:00:15,400
Swag is almost like a young. 
Swag, I think SWAG really blew 

1153
01:00:15,400 --> 01:00:20,680
up when with Little Wayne using 
in the bunch and then Yolo 

1154
01:00:20,680 --> 01:00:23,160
really blew up. 
I'm not in the Origin but Yolo 

1155
01:00:23,160 --> 01:00:28,520
really blew up when Drake made 
You live once so. 

1156
01:00:28,720 --> 01:00:31,040
That's true. 
But so swag though, Because 

1157
01:00:31,040 --> 01:00:33,280
swag. 
Because now it's Aura, right? 

1158
01:00:33,280 --> 01:00:36,160
Aura is the ditch in Alpha. 
Yeah, it's so much better. 

1159
01:00:36,320 --> 01:00:39,160
It's so much better. 
Yeah, so much better. 

1160
01:00:39,160 --> 01:00:43,240
But I was just like, bro, you're
like 50 because it says swag, 

1161
01:00:43,280 --> 01:00:46,120
but you're you're you're 
murdered out. 

1162
01:00:46,120 --> 01:00:51,320
Fucking Tesla ain't swag, homie.
Anyway, so character 

1163
01:00:51,320 --> 01:00:53,160
advancement, the way this works 
is pretty easy. 

1164
01:00:53,160 --> 01:00:56,880
So basically PC is level up 
after something incredible and 

1165
01:00:56,880 --> 01:00:59,840
significant happens. 
That's it. 

1166
01:00:59,880 --> 01:01:02,040
Like it's basically milestone 
leveling, but something super 

1167
01:01:02,040 --> 01:01:04,040
fucking dope has to happen. 
I think that's neat. 

1168
01:01:04,040 --> 01:01:05,800
I think that's super neat. 
Like we finally killed, we 

1169
01:01:05,800 --> 01:01:07,880
killed our first dragon Dope. 
You level up, right? 

1170
01:01:08,160 --> 01:01:11,680
But like, hey, we, we, we just 
visited a bunch of villages. 

1171
01:01:12,040 --> 01:01:15,200
You didn't do shit. 
Down the towns. 

1172
01:01:15,560 --> 01:01:18,600
Perfect. 
Oh yeah, and then elves need to,

1173
01:01:19,680 --> 01:01:24,520
because fuck elves, right? 
I yeah. 

1174
01:01:24,560 --> 01:01:27,200
So basically the way it works is
at every. 

1175
01:01:28,320 --> 01:01:32,480
Sorry can I can I can I leave a 
new so the elves needing more? 

1176
01:01:32,480 --> 01:01:34,880
The level up is really funny 
because actually if you go back 

1177
01:01:34,880 --> 01:01:37,040
and you read like OD and D 
you're like even though OSC 

1178
01:01:37,040 --> 01:01:38,320
because if all it's the same 
thing. 

1179
01:01:39,480 --> 01:01:44,240
Elves leveling up takes a lot 
more experience points than 

1180
01:01:44,240 --> 01:01:46,760
pretty much everyone else does. 
Yeah. 

1181
01:01:47,040 --> 01:01:49,640
And that was actually going to 
be my question here is like why 

1182
01:01:49,680 --> 01:01:53,000
and like it's obviously. 
You're a spell sword because 

1183
01:01:53,000 --> 01:01:57,000
you're the only real like in in.
You're the only real like spell 

1184
01:01:57,000 --> 01:01:59,480
Slinger who also uses weapons, 
you know. 

1185
01:02:00,480 --> 01:02:03,000
So you basically have to level 
up twice before your warrior and

1186
01:02:03,000 --> 01:02:03,680
ever. 
Less. 

1187
01:02:03,920 --> 01:02:07,200
It's not quite twice, but it's 
not far off from it, you know? 

1188
01:02:07,360 --> 01:02:10,280
But like, and I get that in OD 
and D, but why leave it in here 

1189
01:02:10,560 --> 01:02:13,840
except as like an ODE is? 
My thought is like, yeah, it's 

1190
01:02:13,840 --> 01:02:17,120
not quite as hard, but like, as 
an ode to BM, we're going to 

1191
01:02:17,120 --> 01:02:21,400
say, you know, again, fuck else.
But but I like it. 

1192
01:02:21,400 --> 01:02:22,680
I think it's clever to make me 
giggle. 

1193
01:02:23,520 --> 01:02:27,960
Because this one still gain 
spells every level and they also

1194
01:02:27,960 --> 01:02:30,720
can use any weapon and they can 
use Gmail armor. 

1195
01:02:30,880 --> 01:02:33,680
So there's still, that's what. 
I'm saying is there's no reason 

1196
01:02:34,840 --> 01:02:36,720
it's never explaining where why 
elves need to. 

1197
01:02:36,800 --> 01:02:40,560
And if you've never read what 
you said earlier, like the fact 

1198
01:02:40,560 --> 01:02:42,800
that the original ones, that's 
why I'm like, so this is just an

1199
01:02:42,800 --> 01:02:44,600
ode. 
This is literally and I'd love 

1200
01:02:44,600 --> 01:02:46,440
that that's in there, though. 
I love that it is a nice little 

1201
01:02:46,440 --> 01:02:47,920
ode. 
All right. 

1202
01:02:47,960 --> 01:02:50,120
So gosh, I thought this would go
a lot faster. 

1203
01:02:50,120 --> 01:02:51,480
We're talking a lot, but I like 
this one. 

1204
01:02:51,480 --> 01:02:52,760
So we're going to feel. 
So basically. 

1205
01:02:53,040 --> 01:02:57,200
It's a great discussion piece 
for people who are interested in

1206
01:02:57,200 --> 01:03:00,800
like kind of the old school way 
of thought and also like modern 

1207
01:03:00,800 --> 01:03:03,600
hacks and their interpretation. 
And also I think the game design

1208
01:03:03,600 --> 01:03:07,960
notes add a lot of fuel for us 
to discuss how we feel about 

1209
01:03:07,960 --> 01:03:09,360
this as well in our own 
opinions. 

1210
01:03:09,720 --> 01:03:11,800
Yeah, I I agree. 
And I like that the game design 

1211
01:03:11,800 --> 01:03:14,280
notes kind of let you have this 
kind of conversation with the 

1212
01:03:14,400 --> 01:03:16,400
with the designer, the other 
designer present, which is cool.

1213
01:03:17,600 --> 01:03:21,920
So basically at every level, PCs
gain one hit dice, spellcasters 

1214
01:03:21,920 --> 01:03:25,640
gain 1 spell. 
Every third level you gain one 

1215
01:03:25,640 --> 01:03:28,920
additional save to your pool and
you increase one of your one in 

1216
01:03:28,920 --> 01:03:31,640
six chance abilities by 1. 
So if it's one in six, it 

1217
01:03:31,640 --> 01:03:33,120
becomes two in six, etcetera, 
etcetera. 

1218
01:03:34,520 --> 01:03:38,120
And then every third level, 
casters increase their circle of

1219
01:03:38,120 --> 01:03:39,720
magic by 1. 
And we'll get to magic in a 

1220
01:03:39,720 --> 01:03:42,160
little bit. 
And that's best basically what 

1221
01:03:42,160 --> 01:03:43,640
you get. 
We'll get into archetype 

1222
01:03:43,640 --> 01:03:47,160
advancement stuff later and 
alternate advancement rule. 

1223
01:03:48,080 --> 01:03:50,160
Basically instead of the whole 
like wait till cool shit 

1224
01:03:50,160 --> 01:03:54,880
happens, it basically says that 
each level the GM asks the PC is

1225
01:03:54,880 --> 01:03:57,800
like what do you think would get
you to the next level? 

1226
01:03:59,880 --> 01:04:05,640
And then if they accomplished 
that or similar ish they do they

1227
01:04:05,680 --> 01:04:07,880
they advance the level. 
And it says GMs should not 

1228
01:04:07,880 --> 01:04:09,560
accept bad or simple 
suggestions. 

1229
01:04:10,160 --> 01:04:13,920
I fuck with that rule, actually.
I love like the like insertion 

1230
01:04:13,920 --> 01:04:16,040
of even more narrative context 
to leveling up. 

1231
01:04:16,040 --> 01:04:18,440
Like, yeah, what is your 
character improving within their

1232
01:04:18,440 --> 01:04:20,320
own sphere of whatever that 
looks like? 

1233
01:04:20,600 --> 01:04:24,160
You know, is that your fighter 
finding a master and training 

1234
01:04:24,160 --> 01:04:25,840
with them for a little bit and 
you can just do that in the 

1235
01:04:25,840 --> 01:04:27,520
background, like a training 
montage or whatever. 

1236
01:04:27,520 --> 01:04:31,520
Like, I think that's a cool. 
Or even as like a group level 

1237
01:04:31,520 --> 01:04:34,080
thing, you could be like, well, 
like you could really bring the 

1238
01:04:34,080 --> 01:04:38,760
narrative into like, we're we 
need to take out this fucking 

1239
01:04:38,760 --> 01:04:40,600
guy so we can get to the 
warlord. 

1240
01:04:40,840 --> 01:04:43,320
And I think that once we take 
out that guy, that's enough to 

1241
01:04:43,320 --> 01:04:44,400
level us up. 
And it's like dope. 

1242
01:04:44,400 --> 01:04:46,920
All right, well, now you not 
only do you know when you're 

1243
01:04:46,920 --> 01:04:50,320
going to level up next, you have
a focus to your love language, I

1244
01:04:50,320 --> 01:04:54,640
think is really neat. 
And you know, more Bruno art and

1245
01:04:54,640 --> 01:04:57,520
more Bruno art that this this 
wizard piece. 

1246
01:04:57,720 --> 01:05:01,560
Wizard piece is so unbelievably 
good. 

1247
01:05:02,200 --> 01:05:03,600
They're on. 
They're on the horns, too. 

1248
01:05:03,800 --> 01:05:06,560
Yeah. 
So, magic. 

1249
01:05:06,560 --> 01:05:08,200
Do you want me to read through 
magic or do you want to read 

1250
01:05:08,200 --> 01:05:10,120
magic? 
I'm on the cruise. 

1251
01:05:10,360 --> 01:05:13,200
All right, Ryan heavy episode, 
which we did plan before that 

1252
01:05:13,200 --> 01:05:17,000
and I'm fine with it today, so. 
Right, so magic basically says 

1253
01:05:17,000 --> 01:05:22,040
that Wizards and elves get one 
spell on their tone at first 

1254
01:05:22,040 --> 01:05:25,680
level, and clerks get one 
miracle at second level, then 

1255
01:05:25,720 --> 01:05:31,840
one at each level after. 
And this is part of GDN 4. 

1256
01:05:33,160 --> 01:05:34,920
Let's jump down to that real 
quick and see if we want to talk

1257
01:05:34,920 --> 01:05:38,320
about magic before or after we 
read spells and magic rules. 

1258
01:05:40,240 --> 01:05:42,120
We'll read it after. 
Remind me to jump down there 

1259
01:05:42,120 --> 01:05:45,080
after we've read the magic. 
I won't forget. 

1260
01:05:46,400 --> 01:05:48,120
That's fine. 
It's in the notes so I'll be 

1261
01:05:48,120 --> 01:05:51,160
able to remember it so OK 
cruising through this. 

1262
01:05:51,160 --> 01:05:55,480
So basically tomes of magic. 
It basically says that in your 

1263
01:05:55,480 --> 01:05:59,360
tome, Wizards and elves can have
multiples of the same spell. 

1264
01:05:59,840 --> 01:06:02,560
There's no limit to how many 
spells can be written inside the

1265
01:06:02,560 --> 01:06:05,760
tome, and your tome counts as 
one item for carrying capacity. 

1266
01:06:06,680 --> 01:06:09,640
You get Cleric miracles, which 
basically says clerics pray for 

1267
01:06:09,640 --> 01:06:13,520
and memorize spells each day and
can you can pray for the same 

1268
01:06:13,520 --> 01:06:17,960
miracle more than once, but once
you've used up that version it's

1269
01:06:17,960 --> 01:06:21,280
gone for the day. 
This is very obviously super 

1270
01:06:21,280 --> 01:06:23,880
classic Wizards and and and 
clerics. 

1271
01:06:24,520 --> 01:06:27,440
Your spell durations is next. 
Basically says most spells are 

1272
01:06:27,440 --> 01:06:32,600
instantaneous, some last as long
as concentration and some can be

1273
01:06:32,600 --> 01:06:37,480
permanent with like components. 
And shit, yeah, yeah, you can 

1274
01:06:37,480 --> 01:06:39,000
do. 
You can do a ritual with a bunch

1275
01:06:39,000 --> 01:06:41,240
of stuff and make a thing happen
for good. 

1276
01:06:41,400 --> 01:06:43,320
Yeah, yeah. 
Concentration works like you 

1277
01:06:43,320 --> 01:06:45,600
think concentration works. 
You can spin action each round 

1278
01:06:45,600 --> 01:06:47,000
to keep it. 
I was gonna. 

1279
01:06:47,000 --> 01:06:49,280
It's so funny because I was this
section. 

1280
01:06:49,280 --> 01:06:52,400
It's like magic works exactly 
how you think it does. 

1281
01:06:52,520 --> 01:06:54,760
Yeah, so. 
This magic works exactly how 

1282
01:06:54,760 --> 01:06:56,080
magic fucking works and all of 
it. 

1283
01:06:56,320 --> 01:06:58,080
This is a really great 
adaptation of the way that they 

1284
01:06:58,080 --> 01:07:00,360
did some of the stuff to 
simplify it, but it's basically 

1285
01:07:00,360 --> 01:07:03,000
just like a simplified version 
of exactly how it works. 

1286
01:07:03,000 --> 01:07:04,560
Yeah. 
Like you spin an action to keep 

1287
01:07:04,560 --> 01:07:06,680
your concentration and if you 
get injured, it's broken. 

1288
01:07:06,680 --> 01:07:07,280
Boom. 
Donzo. 

1289
01:07:07,880 --> 01:07:10,360
Healing spells are neat. 
It's interesting again. 

1290
01:07:10,400 --> 01:07:12,720
It I one thing that I do like 
about this game, and one thing 

1291
01:07:12,720 --> 01:07:16,360
that I do like about like Zine 
and small games in general is, 

1292
01:07:16,760 --> 01:07:19,520
and we said this over and over 
again, the smaller the game, the

1293
01:07:19,520 --> 01:07:22,480
easier it is to make every, 
every part of the system loop 

1294
01:07:22,480 --> 01:07:24,120
back into itself really 
consistently. 

1295
01:07:24,360 --> 01:07:27,760
The bigger game gets, the more 
loops I think you're done and 

1296
01:07:27,760 --> 01:07:30,880
the more subsystems kind of get 
away from the core system. 

1297
01:07:31,360 --> 01:07:33,880
So with the hit dice chain being
literally the core of pretty 

1298
01:07:33,880 --> 01:07:39,160
much everything, and the opposed
action versus defense being the 

1299
01:07:39,160 --> 01:07:41,440
core basically mechanic of the 
entire game that used the hit 

1300
01:07:41,440 --> 01:07:43,720
dice chain. 
I love the way healing spells 

1301
01:07:43,720 --> 01:07:44,880
work. 
And the way healing spells work 

1302
01:07:44,880 --> 01:07:48,800
is basically the cleric rolls a 
healing spell opposed by the 

1303
01:07:48,800 --> 01:07:54,880
target. 
So if the opposed person, they 

1304
01:07:54,880 --> 01:07:59,360
roll their last lost hit dice, 
just like healing works, just 

1305
01:07:59,360 --> 01:08:04,600
like your own high hit dice, 
recovery works, and you roll 

1306
01:08:04,600 --> 01:08:07,600
your hit dice against your 
target's last lost hit dice. 

1307
01:08:07,840 --> 01:08:12,400
If the cleric rolls higher, the 
target regains two hit dice 

1308
01:08:14,080 --> 01:08:16,200
Exactly. 
But if the target rolls higher, 

1309
01:08:16,600 --> 01:08:21,000
they only regain one hit dice. 
Yeah, so you get one back no 

1310
01:08:21,000 --> 01:08:23,080
matter what. 
It's a win win situation really.

1311
01:08:23,120 --> 01:08:26,160
You know, it's, it's way better 
than trying to lay down to heal,

1312
01:08:26,160 --> 01:08:28,479
you know? 
Yeah, I mean it. 

1313
01:08:28,479 --> 01:08:31,920
Yeah, you like, that's why you 
do at high levels as you get 

1314
01:08:31,920 --> 01:08:34,520
your clarity to just drop a heel
on you because you know you're 

1315
01:08:34,520 --> 01:08:36,680
going to get at least one. 
You don't try to like fucking 

1316
01:08:36,680 --> 01:08:40,279
again, like dig the wound, like 
the the the merce out of the 

1317
01:08:40,279 --> 01:08:42,040
wound or some shit because 
that's just not going to work. 

1318
01:08:42,040 --> 01:08:44,479
So I think. 
This is a very solid hack and 

1319
01:08:44,479 --> 01:08:49,560
there's so many like, kind of 
like gameplay, like motifs or 

1320
01:08:49,560 --> 01:08:53,680
like loops that take place in 
kind of like the BX space. 

1321
01:08:53,680 --> 01:08:56,439
They do really enjoy that. 
They also have brought into this

1322
01:08:56,439 --> 01:08:59,760
It's like, yeah, high levels you
would have a cleric with you and

1323
01:08:59,760 --> 01:09:01,720
you would just be like, yeah, 
hey, pump us real quick, bro, 

1324
01:09:01,920 --> 01:09:04,240
we're going in. 
Yeah, just just give us a pump, 

1325
01:09:04,240 --> 01:09:08,319
bro. 
I'm such a gym rat that that's 

1326
01:09:08,319 --> 01:09:12,200
the word that I use. 
The next is circles of magic and

1327
01:09:12,200 --> 01:09:16,560
spell casting. 
So basically it says that Elvis 

1328
01:09:16,560 --> 01:09:18,359
and Wizards can cast any classic
spells. 

1329
01:09:18,520 --> 01:09:20,680
They just use the rules for the 
circles listed below. 

1330
01:09:20,680 --> 01:09:22,000
The circles go from 1:00 to 
5:00. 

1331
01:09:23,120 --> 01:09:26,520
And for example, let's look at 
let's look at one spell. 

1332
01:09:26,560 --> 01:09:30,960
And then we'll we'll, I'll come 
back and talk about it lists one

1333
01:09:30,960 --> 01:09:32,880
through 4, but there are five 
and I'll explain why in a 

1334
01:09:32,880 --> 01:09:34,960
second. 
So when you go to the example 

1335
01:09:34,960 --> 01:09:38,920
spells, it lists magic missile, 
charm, monster, slash, person, 

1336
01:09:38,920 --> 01:09:41,399
mage armor, illusions, someone, 
monsters, tech, magic, 

1337
01:09:41,399 --> 01:09:44,080
polymorph, self or other 
protection from either, and 

1338
01:09:44,080 --> 01:09:46,359
fireball. 
But you can make up whatever the

1339
01:09:46,359 --> 01:09:49,720
fuck you want. 
You just use these. 

1340
01:09:49,720 --> 01:09:53,560
It's almost like it's almost 
like how you adapt a monster to 

1341
01:09:53,560 --> 01:09:55,640
a game system. 
This is how to adapt any spell 

1342
01:09:55,640 --> 01:09:58,480
you fucking want to the magic 
system and I think it's super 

1343
01:09:58,480 --> 01:09:59,680
clever. 
So what do you want to go with? 

1344
01:09:59,680 --> 01:10:01,320
You want to go with like 
fireball, magic missile? 

1345
01:10:01,320 --> 01:10:03,400
What do you think? 
Summon Monster. 

1346
01:10:03,840 --> 01:10:09,000
OK, that let's pick one that's 
like got attack stuff so. 

1347
01:10:09,000 --> 01:10:10,560
Fine. 
Magic Missile. 

1348
01:10:10,760 --> 01:10:13,320
OK, magic missile. 
So magic missile. 

1349
01:10:14,040 --> 01:10:16,960
Let's look at 1st circle magic, 
right? 

1350
01:10:17,320 --> 01:10:21,920
It says magic effects use 1D6 
for each effect, which means 1D6

1351
01:10:21,920 --> 01:10:23,960
attack, role, recovery, 
protection, life, whatever. 

1352
01:10:24,240 --> 01:10:26,200
They have a lesser effect in 
other aspects. 

1353
01:10:26,200 --> 01:10:31,400
So conjure or charm up to one HD
monster, create one illusion, 

1354
01:10:31,400 --> 01:10:34,320
etcetera etcetera etcetera. 
But then if you go to circle, 

1355
01:10:34,640 --> 01:10:38,640
2nd circle it says magic effects
gain plus one to dice effects. 

1356
01:10:38,640 --> 01:10:42,520
So it's 1D6 plus one attack 
recovery and protection. 

1357
01:10:42,520 --> 01:10:45,520
Lesser effects are doubled. 
So you can conjure up to 21 HD 

1358
01:10:45,520 --> 01:10:47,400
monsters. 
And then once you hit third 

1359
01:10:47,400 --> 01:10:51,240
level, magic effects increase to
2D6 for effects, etcetera, 

1360
01:10:51,240 --> 01:10:55,480
etcetera etcetera. 4th circle is
filed as the same logic. 

1361
01:10:55,480 --> 01:10:58,920
It says magic follows the same 
logic. 4th circle follows the 

1362
01:10:58,920 --> 01:11:02,760
same logic as second, fifth 
logic leaves the same logic as 

1363
01:11:02,760 --> 01:11:05,680
third. 
So basically 4th it's 2D6 plus 

1364
01:11:05,680 --> 01:11:08,640
one, at 5th it's 3D6, et cetera,
et cetera. 

1365
01:11:08,640 --> 01:11:11,280
So super easy. 
So any spell you want to cast, 

1366
01:11:11,600 --> 01:11:13,440
you just look at it. 
So from an example, magic 

1367
01:11:13,440 --> 01:11:20,480
missile 1st circle 1D6 second 
circle 1D6 plus 1/3 circle 2D 

1368
01:11:20,480 --> 01:11:26,640
six 4th circle yeah, 2D6 plus 
one and then 5IS3D6. 

1369
01:11:28,200 --> 01:11:35,000
Like super, super easy to 
literally adapt any spell you 

1370
01:11:35,000 --> 01:11:39,240
want just using you just go OK, 
this is third level. 

1371
01:11:39,240 --> 01:11:41,080
So that means that fireball at 
third level. 

1372
01:11:41,320 --> 01:11:43,200
And when we go to the game 
design notes, they physically 

1373
01:11:43,200 --> 01:11:45,240
talk about fireball and they're 
like, that means that first 

1374
01:11:45,240 --> 01:11:48,440
level bad guy, first level 
Wizards, little low, low, low 

1375
01:11:48,440 --> 01:11:51,880
wizard guys can cast a fireball.
It's as weak as fuck as one D6 

1376
01:11:52,640 --> 01:11:53,360
That's. 
Fine. 

1377
01:11:53,360 --> 01:11:53,840
And that's. 
Good. 

1378
01:11:53,920 --> 01:11:55,200
Yeah, that's neat. 
Yeah. 

1379
01:11:55,480 --> 01:11:57,480
And then secondary effect, So if
you look at something like 

1380
01:11:57,480 --> 01:12:01,400
Fireball, it talks about all 
targets in a short distance and 

1381
01:12:01,400 --> 01:12:04,600
then all, yeah, it says all 
targets in a short distance. 

1382
01:12:04,760 --> 01:12:07,760
So you get that secondary 
effective of of adding that 

1383
01:12:07,760 --> 01:12:11,280
stuff in. 
And that is how magic works. 

1384
01:12:11,280 --> 01:12:25,680
So if we go down to if we go 
down to which GDN was it GDN 

1385
01:12:25,680 --> 01:12:28,960
for, we can talk about magic 
real quick and then move on. 

1386
01:12:34,830 --> 01:12:37,310
Spelling magic rules. 
As you guys see in my other 

1387
01:12:37,310 --> 01:12:41,830
games, freeform magic is my jam 
and many BX. 

1388
01:12:41,830 --> 01:12:45,520
I try to make freeform rule 
compatible with BX, which also 

1389
01:12:45,520 --> 01:12:47,280
means that the original rules 
can be used in the game through 

1390
01:12:47,280 --> 01:12:50,080
examples that try to match the 
different circles of spells and 

1391
01:12:50,080 --> 01:12:52,160
effects for a spell for the most
iconic spells overall. 

1392
01:12:52,160 --> 01:12:54,080
That means that a wizard can 
have fireball at first level, 

1393
01:12:54,320 --> 01:12:57,480
but it will only have a very 
close an effect a very close to 

1394
01:12:57,480 --> 01:13:00,040
magic missile. 
It's flavor and I love it. 

1395
01:13:00,960 --> 01:13:05,480
And to simplify stuff a lot, 
next we get to equipment, which 

1396
01:13:05,480 --> 01:13:07,040
again is really only listed as 
armor. 

1397
01:13:07,040 --> 01:13:09,480
Weapons. 
So basically there's plate mail,

1398
01:13:09,480 --> 01:13:11,760
chainmail, leather plus 3 + 2 + 
1. 

1399
01:13:11,760 --> 01:13:14,600
And then you have a shield which
is plus one and you can destroy 

1400
01:13:14,600 --> 01:13:17,960
the shield to reduce all damage 
from one attack. 

1401
01:13:17,960 --> 01:13:21,960
Plastic God armor works like you
think it does Weapons. 

1402
01:13:22,480 --> 01:13:25,760
It lists different types of 
weapons from daggers, swords and

1403
01:13:25,760 --> 01:13:28,400
two handed swords to pull 
weapons to long bows to short 

1404
01:13:28,400 --> 01:13:30,200
bows. 
And it gives you the attack dice

1405
01:13:30,200 --> 01:13:33,440
which is 26/28/2010 etcetera. 
And then here's my next issue 

1406
01:13:33,440 --> 01:13:37,400
that I have it, it gives you the
type of weapon, so like a dagger

1407
01:13:37,400 --> 01:13:40,480
or whatever, like Mace, whatever
is slashing or crushing, 

1408
01:13:40,840 --> 01:13:43,200
slashing, slashing. 
But then once you get to the two

1409
01:13:43,200 --> 01:13:47,000
handed stuff and thinks it says 
Wheeler goes last in combat, 

1410
01:13:47,000 --> 01:13:50,520
wielder goes last in combat, up 
to long range combat happens. 

1411
01:13:50,840 --> 01:13:53,720
Once. 
Or you go 1st and then go last. 

1412
01:13:53,720 --> 01:13:56,440
But also if someone has A2 
handed axe and someone has a a 

1413
01:13:56,440 --> 01:13:59,080
pole weapon, how can the Wheeler
go last in combat? 

1414
01:14:00,000 --> 01:14:04,240
So but then also if that's how 
that works, then why not talk 

1415
01:14:04,240 --> 01:14:07,080
about it in the initiative 
section or in the action 

1416
01:14:07,080 --> 01:14:09,200
section? 
But it's also contradictory to 

1417
01:14:09,200 --> 01:14:14,280
itself because it specifically 
discusses in the initiative or 

1418
01:14:14,280 --> 01:14:17,560
combat section. 
It's under the movement section.

1419
01:14:17,800 --> 01:14:23,520
It specifically says that 
combats do not need to declare 

1420
01:14:23,520 --> 01:14:25,760
spells and retreats at the start
of each combat rounds. 

1421
01:14:25,760 --> 01:14:28,560
Spells do not take one full 
round of cast and the standard 

1422
01:14:28,560 --> 01:14:31,160
combat sequence is ignored in 
favor of the following rules. 

1423
01:14:31,400 --> 01:14:34,880
So I I took the standard combat 
sequence quote UN quote to be 

1424
01:14:34,880 --> 01:14:38,880
like the the old school. 
Yes, that's how your spells 

1425
01:14:38,880 --> 01:14:39,600
everything. 
But then. 

1426
01:14:39,640 --> 01:14:42,880
But then two of your weapon 
types jump you back into this 

1427
01:14:42,880 --> 01:14:44,520
like you go last you go last 
bit. 

1428
01:14:45,040 --> 01:14:48,760
But why is the only place that 
that's discussed in the graphic 

1429
01:14:48,760 --> 01:14:51,600
for how for weapons not in 
actions, movement, or 

1430
01:14:51,600 --> 01:14:54,080
initiative? 
I'm fine with it. 

1431
01:14:54,080 --> 01:14:56,600
That's totally fine. 
Just throw it in where the rules

1432
01:14:56,600 --> 01:14:59,160
are instead of just the graphic.
It'd be nice to have the context

1433
01:14:59,160 --> 01:15:00,640
of that rule where that rule is 
explained. 

1434
01:15:00,720 --> 01:15:02,880
Yeah, I agree. 
But I also do really love this 

1435
01:15:02,880 --> 01:15:04,440
spread. 
I think the art around it is 

1436
01:15:04,440 --> 01:15:06,160
really needs. 
Oh, it's not on a spread. 

1437
01:15:06,480 --> 01:15:08,880
Yeah. 
Anyway, I love this individual 

1438
01:15:08,880 --> 01:15:12,080
graphic here because I most of 
the book is in that light. 

1439
01:15:12,080 --> 01:15:16,600
So it's the colors are an 
orange, a purple, like a maroon 

1440
01:15:16,800 --> 01:15:19,160
and then like a like a super 
pale yellowish. 

1441
01:15:19,160 --> 01:15:21,240
So most of the pages are 
yellowish, but a couple of them 

1442
01:15:21,240 --> 01:15:23,320
have purple as a background and 
it pops so nice. 

1443
01:15:24,960 --> 01:15:26,640
Just great layout choices all 
the way through. 

1444
01:15:29,080 --> 01:15:31,880
All right, next we're getting to
archetypes. 

1445
01:15:31,880 --> 01:15:33,720
So what archetype did you pick? 
Dwarf. 

1446
01:15:33,960 --> 01:15:35,760
Dwarf. 
So we're just going to cruise 

1447
01:15:35,760 --> 01:15:39,360
through dwarf. 
So basically each archetype is 

1448
01:15:40,640 --> 01:15:44,960
like 1/2 a page and it gives 
you, it gives you a description 

1449
01:15:45,120 --> 01:15:48,120
of the archetype. 
It gives you your dice chain 

1450
01:15:48,160 --> 01:15:50,160
specifically says dice chain, 
not HD chain. 

1451
01:15:50,760 --> 01:15:54,000
It gives you your bonus attacks,
it gives you your saves, and it 

1452
01:15:54,000 --> 01:15:56,920
gives you weapons and armor and 
the special abilities if you 

1453
01:15:56,920 --> 01:16:00,840
have them. 
So for example, like the cleric 

1454
01:16:00,840 --> 01:16:06,120
list special abilities and 
turned undead, but the warrior 

1455
01:16:06,120 --> 01:16:07,800
doesn't list any special 
abilities at all. 

1456
01:16:09,480 --> 01:16:13,080
So there are, yeah, there there 
are differences, not just that. 

1457
01:16:13,640 --> 01:16:15,400
That's basically the roughly of 
what it is. 

1458
01:16:15,400 --> 01:16:19,160
Do you want to read Dwarf? 
Yeah, Dwarf short, stout, 

1459
01:16:19,160 --> 01:16:22,560
irritable, greedy, loyal, big 
fancy beer. 

1460
01:16:22,560 --> 01:16:25,560
It's a proclivity for using axes
and drinking ale. 

1461
01:16:25,680 --> 01:16:27,360
Live in mountains and like to 
fight. 

1462
01:16:27,920 --> 01:16:29,240
Yes. 
You start with your dice chain, 

1463
01:16:29,240 --> 01:16:30,840
you start with your hit dice 
chain. 

1464
01:16:30,840 --> 01:16:35,520
You start with is 1D81D61D4 and 
you get plus 1D8 thereafter. 

1465
01:16:37,760 --> 01:16:44,720
Bonus attack plus one increases 
to +3 at Level 3 into plus 6 

1466
01:16:44,720 --> 01:16:46,600
level 6. 
So you really be hitting, you 

1467
01:16:46,600 --> 01:16:51,240
know two saves. 
Cool. 

1468
01:16:52,040 --> 01:16:56,160
Can use any armor, but cannot 
use two handed swords or long 

1469
01:16:56,160 --> 01:16:56,760
bows. 
Is. 

1470
01:16:57,120 --> 01:16:58,240
It too short. 
You're a little guy. 

1471
01:16:58,360 --> 01:17:00,560
Too short. 
I'm a little guy, yeah. 

1472
01:17:00,560 --> 01:17:04,600
Special abilities doors have a 
two in six chance of detecting 

1473
01:17:04,600 --> 01:17:08,200
anything built on or into stone 
secret doors, traps, etcetera. 

1474
01:17:08,480 --> 01:17:12,800
This increases to by increases 
by one in six to. 

1475
01:17:12,880 --> 01:17:14,760
I don't know why, I said. 
I don't know why they just put 

1476
01:17:14,760 --> 01:17:19,400
increases to three and six at 
third level and oh, 'cause it's 

1477
01:17:19,400 --> 01:17:21,280
again, it's level increases, 
Yeah. 

1478
01:17:21,640 --> 01:17:24,520
So it goes up. 
One to three and six at third 

1479
01:17:24,520 --> 01:17:27,400
level and then one more to four 
and six at six level. 

1480
01:17:27,720 --> 01:17:30,200
Yeah, yeah, yeah, yeah, it's 
great. 

1481
01:17:30,200 --> 01:17:33,480
This is such a better like 
imagine like a 5E. 

1482
01:17:34,080 --> 01:17:37,200
The 5E explainer is literally a 
full fucking page. 

1483
01:17:37,320 --> 01:17:39,520
Like it's ridiculous how much 
shit you get. 

1484
01:17:39,960 --> 01:17:42,080
And I that's one thing I really 
like about this is you don't 

1485
01:17:42,080 --> 01:17:44,480
really get anything more. 
The shit you have just gets a 

1486
01:17:44,480 --> 01:17:47,440
little bit better. 
Yeah, which I really like. 

1487
01:17:47,880 --> 01:17:48,720
And they're they're all like 
that. 

1488
01:17:48,720 --> 01:17:52,760
They're all I I really like the 
way that like they clearly like 

1489
01:17:52,760 --> 01:17:56,040
it is ABX hack and they really 
brought the spirit of it into 

1490
01:17:56,040 --> 01:17:59,320
the archetypes and even the 
things like I said, like the the

1491
01:17:59,360 --> 01:18:02,760
elves getting needing too for a 
for advancement. 

1492
01:18:03,600 --> 01:18:06,760
It's definitely like a a a 
minimalist hack of it, but 

1493
01:18:06,760 --> 01:18:09,640
definitely keeps the spirit. 
I think like very, very, very, 

1494
01:18:09,640 --> 01:18:11,960
very much alive. 
If you played a lot of BX or a 

1495
01:18:11,960 --> 01:18:16,120
lot of like the old retro 
clones, this like feels like 

1496
01:18:16,120 --> 01:18:18,120
that even if the mechanic comes 
up are different. 

1497
01:18:19,680 --> 01:18:22,720
So that's how archetypes work. 
Again, we talked about the there

1498
01:18:22,720 --> 01:18:24,800
being the six of them. 
Three are humans and three are 

1499
01:18:24,800 --> 01:18:30,360
not your humans being your 
cleric, your wizard and your 

1500
01:18:31,240 --> 01:18:34,480
warrior, and then your non 
humans being your dwarf, your 

1501
01:18:34,480 --> 01:18:37,680
elf and your halfling. 
So they're neat. 

1502
01:18:37,960 --> 01:18:42,120
And then there is a whole 
section here the the actual like

1503
01:18:42,960 --> 01:18:46,640
archetype progression tables for
each one that lists your level, 

1504
01:18:46,640 --> 01:18:50,000
your attack bonus, your magic 
bonus, your HD chain, your 

1505
01:18:50,000 --> 01:18:52,080
saves, and number of spells you 
can have in your magic circle 

1506
01:18:52,080 --> 01:18:54,400
for clerics. 
But for other people, it's just 

1507
01:18:54,400 --> 01:18:57,640
your level, your attack bonus, 
your HD chain, and your saves. 

1508
01:18:58,280 --> 01:19:01,640
So everything you need. 
Super easy peasy, really 

1509
01:19:01,640 --> 01:19:02,720
straightforward. 
Like a lot. 

1510
01:19:03,640 --> 01:19:06,400
There's a section here on how to
hack monsters from BX retro 

1511
01:19:06,400 --> 01:19:08,720
clones to mini BX. 
It's great. 

1512
01:19:08,840 --> 01:19:11,640
We're not going to read it, but 
it breaks down everything on how

1513
01:19:11,640 --> 01:19:15,480
to use the hit ice chain, what 
to do if they're two, if they're

1514
01:19:15,480 --> 01:19:17,760
really big and powerful 
abilities that rely on hit 

1515
01:19:17,760 --> 01:19:21,520
points, saves, armor attacks, 
attack rolls, like magic mile 

1516
01:19:21,520 --> 01:19:23,240
everything. 
It breaks down every aspect of 

1517
01:19:23,240 --> 01:19:25,360
turning one over and it's great.
And then there's some examples 

1518
01:19:25,360 --> 01:19:28,080
here. 
Red dragon bugbear basilisk 

1519
01:19:28,080 --> 01:19:31,920
super classic in the art is is 
really, really a banger for 

1520
01:19:31,920 --> 01:19:34,320
that. 
And then we get to the appendix,

1521
01:19:34,320 --> 01:19:36,560
which is a game design notes. 
We've already talked about talks

1522
01:19:36,560 --> 01:19:40,600
about nobility scores, rolling 
modifiers, HD chain and combat 

1523
01:19:40,600 --> 01:19:43,360
rules, your spell of magical 
rules, your saves and saving 

1524
01:19:43,360 --> 01:19:46,280
throws, hit test recovery and 
morale, and a cute little piece 

1525
01:19:46,280 --> 01:19:47,480
of art in the back with a little
heart. 

1526
01:19:49,840 --> 01:19:53,920
A banger piece of art of like a 
bull person playing a trumpet 

1527
01:19:53,920 --> 01:19:59,040
next to a Jack O Lantern guy 
holding a car. 

1528
01:19:59,560 --> 01:20:02,000
Yeah, so fucking random and 
cool. 

1529
01:20:02,000 --> 01:20:04,880
I love it in pages and then the 
back of the book. 

1530
01:20:04,880 --> 01:20:06,200
That's it. 
Easy peasy. 

1531
01:20:07,280 --> 01:20:10,160
We did that, yeah. 
That was a fun discussion 

1532
01:20:10,160 --> 01:20:13,080
though, You know, I mean, for a 
game so short, it took us longer

1533
01:20:13,080 --> 01:20:15,440
than would have maybe for 
another game, but it was 

1534
01:20:15,440 --> 01:20:18,080
enjoyable to talk about it. 
Well, that's one thing that I 

1535
01:20:18,080 --> 01:20:20,440
like sometimes about doing the 
Zenes is like they're shorter 

1536
01:20:20,440 --> 01:20:24,880
than our normal episodes in that
like they're not tuned after 

1537
01:20:24,880 --> 01:20:27,120
their hours long. 
But I feel like we get to like 

1538
01:20:27,320 --> 01:20:29,920
stop and talk a lot more razines
than we can with the bigger 

1539
01:20:29,920 --> 01:20:31,560
games because we have to cruise 
those a little bit more. 

1540
01:20:32,400 --> 01:20:36,040
And this was a fun one to talk 
about because the game design 

1541
01:20:36,040 --> 01:20:39,160
know we'll get that in a second.
So go into the review scores. 

1542
01:20:39,160 --> 01:20:42,080
I need to remind myself to say, 
go into the review scores more 

1543
01:20:42,240 --> 01:20:43,920
because that's where I like 
listen. 

1544
01:20:43,920 --> 01:20:49,280
So I can cut into, into the, 
into the thumbnails, but the, 

1545
01:20:49,280 --> 01:20:53,000
the timestamps. 
So, so we do quantify our 

1546
01:20:53,000 --> 01:20:55,760
terrible opinions with numbers 
and metrics, right? 

1547
01:20:56,360 --> 01:20:58,000
So zines are different than 
books. 

1548
01:20:58,000 --> 01:21:01,360
We said that before zines being 
30 or 40 pages or less, quote UN

1549
01:21:01,360 --> 01:21:04,480
quote books being 30 or 40 pages
or more depending on the book. 

1550
01:21:05,320 --> 01:21:08,320
And with books, we can do 5 
metrics, but with zines we only 

1551
01:21:08,320 --> 01:21:11,880
do three, each having a 
potential value of up to 10. 

1552
01:21:11,880 --> 01:21:16,720
So Max score being 30, we do 
visuals, which is the all of the

1553
01:21:16,720 --> 01:21:20,240
visuals of the book, the the 
art, the layout, everything that

1554
01:21:20,240 --> 01:21:24,120
you see in the book is visuals. 
The rule set is the rule set. 

1555
01:21:24,120 --> 01:21:27,720
If it's an adapted rule set, how
well is it adapted in our 

1556
01:21:27,720 --> 01:21:29,480
opinions? 
If it's a new rule set, do we 

1557
01:21:29,480 --> 01:21:32,680
like it? 
And vibes are kind of the catch 

1558
01:21:32,680 --> 01:21:34,080
all for everything else to a 
point. 

1559
01:21:34,960 --> 01:21:39,280
It's once you close the back of 
the book, how bad you want to 

1560
01:21:39,280 --> 01:21:45,240
play the book and also a mix of 
do the visuals and rule set work

1561
01:21:45,240 --> 01:21:50,000
together in concert to give you 
a really cool, fun experience 

1562
01:21:50,000 --> 01:21:52,720
reading the book that you can 
imagine at the table and want to

1563
01:21:52,720 --> 01:21:54,880
play really bad. 
So those are the vibes. 

1564
01:21:55,560 --> 01:21:57,200
So visuals. 
What are your thoughts on 

1565
01:21:57,200 --> 01:21:58,600
visuals? 
So the the art and layout 

1566
01:21:58,600 --> 01:22:00,920
basically. 
I think this is visually like a 

1567
01:22:00,920 --> 01:22:03,880
really great game, you know, it 
looks amazing. 

1568
01:22:03,880 --> 01:22:06,440
There's art packed into this 
thing all the way through. 

1569
01:22:06,440 --> 01:22:10,080
There's some really cool pieces.
The layout is really, it looks 

1570
01:22:10,080 --> 01:22:11,960
really good. 
I like a lot of the Heathers 

1571
01:22:11,960 --> 01:22:13,920
like you do. 
I like the font choices. 

1572
01:22:13,920 --> 01:22:15,160
I think it's incredibly 
readable. 

1573
01:22:15,520 --> 01:22:18,640
Yeah, I I enjoyed this game 
visually. 

1574
01:22:19,200 --> 01:22:21,560
Yeah, visually it I think it 
slaps. 

1575
01:22:21,560 --> 01:22:27,400
Bruno's art is incredible. 
Yeah, I'm gonna, I'm gonna, I, I

1576
01:22:27,400 --> 01:22:31,280
need to know so that I don't 
fuck up their name every single 

1577
01:22:31,280 --> 01:22:34,440
time. 
But MA go gua. 

1578
01:22:35,680 --> 01:22:38,520
Love the fucking layout, love 
the way that it works. 

1579
01:22:38,800 --> 01:22:40,520
Love the way like visually, how 
it goes. 

1580
01:22:40,520 --> 01:22:43,480
The color choices are fantastic.
Yeah, really, really great. 

1581
01:22:44,440 --> 01:22:46,120
What do you what do you think? 
You think it's great? 

1582
01:22:46,120 --> 01:22:47,720
I think it's really good. 
What are your thoughts? 

1583
01:22:48,000 --> 01:22:51,680
Yeah, yeah, I'm leaning that 
way, you know. 

1584
01:22:53,760 --> 01:22:56,520
You think this, you think this, 
you think his greatness. 

1585
01:22:56,800 --> 01:23:00,000
I think for a Zine in the 
context of zines, yeah, I 

1586
01:23:00,000 --> 01:23:02,320
definitely do. 
Sick. 

1587
01:23:02,480 --> 01:23:03,560
All right. 
So what number are you looking? 

1588
01:23:04,280 --> 01:23:18,500
At thinking like an 8. 
I think 8 yes, OK, I think I 

1589
01:23:18,500 --> 01:23:23,140
think 882. 
I mean art throughout, amazing 

1590
01:23:23,140 --> 01:23:25,140
layout, color choices are 
fantastic. 

1591
01:23:25,180 --> 01:23:27,380
I mean, it kills it. 
It it this is this is what I 

1592
01:23:27,380 --> 01:23:31,060
really like in scenes is when 
when the they're small enough 

1593
01:23:31,060 --> 01:23:33,020
that they can let the art and 
layout really speak and shine 

1594
01:23:33,020 --> 01:23:33,900
through. 
Absolutely. 

1595
01:23:34,500 --> 01:23:37,620
And that's great. 
So rule set really interesting. 

1596
01:23:37,620 --> 01:23:40,240
I know that there's some stuff 
that we like, like discussed a 

1597
01:23:40,240 --> 01:23:42,360
bunch through it like the 
residual damage and things like 

1598
01:23:42,360 --> 01:23:45,720
that, but what are your thoughts
overall on the the rule set as a

1599
01:23:45,720 --> 01:23:49,760
minimalist hack of of being? 
I think it's a clever thing. 

1600
01:23:49,760 --> 01:23:54,200
I enjoyed it plenty. 
Yeah, I don't know that I don't 

1601
01:23:54,480 --> 01:23:55,880
know. 
Everything in the rule set's 

1602
01:23:55,880 --> 01:23:59,480
good, and it works well, except 
maybe residual damage. 

1603
01:24:01,040 --> 01:24:03,600
I'd be interested to hear your 
opinion on that. 

1604
01:24:04,160 --> 01:24:08,240
Yeah, I think it's really neat. 
I think I think a lot of people 

1605
01:24:08,240 --> 01:24:12,440
think that BX is for some reason
complicated compared to like 5th

1606
01:24:12,440 --> 01:24:14,480
edition which I think is like 
fucking laughable. 

1607
01:24:14,640 --> 01:24:19,080
It's actually pretty funny. 
I think most of it Thako that 

1608
01:24:19,080 --> 01:24:21,480
makes them feel like that. 
Yeah but Thako fucking sucks. 

1609
01:24:21,480 --> 01:24:27,160
Just use ascending anyway. 
But like, but but it's not. 

1610
01:24:27,160 --> 01:24:29,960
And so BX is like clever and 
interesting. 

1611
01:24:29,960 --> 01:24:32,200
And this is like a super simple 
hack. 

1612
01:24:32,200 --> 01:24:34,440
I think it's it's extremely 
clever hack. 

1613
01:24:34,440 --> 01:24:37,760
It's basically like a black hack
hack of of BX. 

1614
01:24:37,760 --> 01:24:43,400
This is like the fucking this is
like the the mock out of 

1615
01:24:43,400 --> 01:24:44,880
monsters. 
This is like the Gray hack. 

1616
01:24:44,880 --> 01:24:48,000
But if you if you didn't add 
white hack, you just added BX 

1617
01:24:48,000 --> 01:24:49,080
into it. 
And I think it's extremely 

1618
01:24:49,080 --> 01:24:51,600
clever. 
I think the core mechanic dice 

1619
01:24:51,600 --> 01:24:54,240
chain, and then how everything 
derives from the dice chain, 

1620
01:24:55,320 --> 01:24:58,000
like the ice chain is the core 
of the entire thing. 

1621
01:24:58,200 --> 01:25:02,040
And then the opposed role is the
mechanic that utilizes the core 

1622
01:25:02,040 --> 01:25:05,120
throughout the entire thing. 
And I think the simplicity of 

1623
01:25:05,120 --> 01:25:08,840
that and the cleverness and 
cleanness of that is fantastic. 

1624
01:25:08,920 --> 01:25:13,120
I love it. 
I think my only like I would say

1625
01:25:13,280 --> 01:25:16,320
like big conical issue within 
like mechanic is a residual 

1626
01:25:16,320 --> 01:25:17,920
damage. 
I think that there's a super 

1627
01:25:17,920 --> 01:25:22,960
easy way to either not use that 
or to simplify it and and then 

1628
01:25:22,960 --> 01:25:24,800
it would be more consistent with
the rest of the book, but I 

1629
01:25:24,800 --> 01:25:29,480
can't remember any specific rule
that I had an issue with beyond 

1630
01:25:29,480 --> 01:25:40,050
that. 
And go away. 

1631
01:25:40,050 --> 01:25:41,850
I can't. 
Can you? 

1632
01:25:42,090 --> 01:25:42,970
Can you? 
Can you? 

1633
01:25:43,530 --> 01:25:44,290
Can you? 
Sorry, sorry, sorry. 

1634
01:25:44,690 --> 01:25:45,570
Sorry. 
Sorry. 

1635
01:25:45,890 --> 01:25:50,090
And then, sorry, there was a 
thing that popped up in chat 

1636
01:25:50,090 --> 01:25:52,250
that I was trying to get rid of 
and it wouldn't go for some 

1637
01:25:52,250 --> 01:25:56,160
reason. 
So I love, I think the rules 

1638
01:25:56,200 --> 01:25:58,960
incredibly clever. 
I think there are parts that I 

1639
01:25:58,960 --> 01:26:03,240
disagree with some of the 
statements, but I love that the 

1640
01:26:03,240 --> 01:26:05,040
statements are there. 
And I honestly think we kind of 

1641
01:26:05,040 --> 01:26:08,200
have to throw the game design 
notes into rule set and the fact

1642
01:26:08,200 --> 01:26:11,040
that they're they're like 
basically annotating the thought

1643
01:26:11,040 --> 01:26:13,880
process behind every choice that
they made and how they adapted 

1644
01:26:13,880 --> 01:26:15,440
BX. 
I love this. 

1645
01:26:15,440 --> 01:26:17,680
I wish every fucking game had 
like two or three pages in the 

1646
01:26:17,680 --> 01:26:19,480
back where they just like, hey, 
This is why you fucking did 

1647
01:26:19,480 --> 01:26:20,840
this. 
So you don't have to like 

1648
01:26:20,840 --> 01:26:23,760
question why or like figure out 
how to like hack it in a 

1649
01:26:23,760 --> 01:26:25,320
different direction. 
I love it. 

1650
01:26:25,320 --> 01:26:28,640
I think it's incredibly clever. 
They're like the great thing 

1651
01:26:28,640 --> 01:26:31,240
about this and a lot of systems 
like this is it even tells you 

1652
01:26:31,240 --> 01:26:33,000
like this is just basically a 
framework. 

1653
01:26:33,240 --> 01:26:40,680
This is not some giant like 
comprehensive exactly like it's 

1654
01:26:40,680 --> 01:26:42,960
enough to do your own thing. 
And what I like about that is 

1655
01:26:42,960 --> 01:26:45,160
that means that anything I don't
like I would just hack. 

1656
01:26:45,160 --> 01:26:48,280
So my issue with residual 
damage, the game literally says 

1657
01:26:48,560 --> 01:26:50,320
just make up your rules or do 
whatever you want. 

1658
01:26:50,320 --> 01:26:52,840
Like this is just like the 
initial framework guidance. 

1659
01:26:53,200 --> 01:26:55,320
I I did it in the fucking notes 
as we were doing it. 

1660
01:26:55,320 --> 01:26:58,920
So I I really, I think it's 
really I would like to play 

1661
01:26:58,920 --> 01:27:00,520
this. 
I love the brutality of it. 

1662
01:27:02,000 --> 01:27:07,280
I love the the simplicity of it.
Like if I was going to play BX, 

1663
01:27:07,920 --> 01:27:11,640
realistically played BX, there 
are two games I think that I 

1664
01:27:11,640 --> 01:27:17,920
would play and it's advanced 
Dungeon Goons and this. 

1665
01:27:20,480 --> 01:27:23,000
I think it's interesting that 
the mechanic that they use is 

1666
01:27:23,000 --> 01:27:25,880
similar in both. 
How like the tunnel goons thing 

1667
01:27:25,880 --> 01:27:29,160
of like hit and then you get 
worse each time you hit and the 

1668
01:27:29,160 --> 01:27:31,920
way that hit dice works, the hit
dice chain works and like you 

1669
01:27:31,920 --> 01:27:33,320
lose a hit dice and it gets 
worse you totally. 

1670
01:27:33,400 --> 01:27:35,120
Breaking down the character, 
yeah. 

1671
01:27:35,160 --> 01:27:38,440
Yeah, there there is definitely 
like a a similar kind of spirit 

1672
01:27:38,440 --> 01:27:40,560
in those. 
I I really, I really enjoy it. 

1673
01:27:40,560 --> 01:27:43,680
And as a hack, I think it's a 
really interesting hack and 

1674
01:27:43,680 --> 01:27:46,800
having those design discussions 
in the back makes it more 

1675
01:27:46,800 --> 01:27:48,520
interesting to me. 
What are your thoughts? 

1676
01:27:49,920 --> 01:27:52,600
I think very similar thoughts to
you. 

1677
01:27:52,640 --> 01:27:55,320
Yeah, I enjoyed those. 
So what do you think? 

1678
01:27:55,320 --> 01:27:56,360
So what do you think for a 
number? 

1679
01:28:05,030 --> 01:28:06,830
Somewhere between the seven. 
I'm 7:00-ish. 

1680
01:28:06,830 --> 01:28:10,230
I'm 7:00-ish. 
Right now so. 

1681
01:28:10,230 --> 01:28:17,880
Yeah, 7-8 and or seven in. 
Yeah, probably like 7.4, you 

1682
01:28:17,920 --> 01:28:19,560
know? 
Yeah, let's go 7 on this. 

1683
01:28:19,560 --> 01:28:22,480
I really do enjoy it. 
I do like the simplicity. 

1684
01:28:23,200 --> 01:28:25,600
I do think at some point we do 
have to toss in like there is 

1685
01:28:25,600 --> 01:28:27,840
like some like really 
contradictory information, like 

1686
01:28:27,840 --> 01:28:31,800
the the life with the armor and 
and stuff like that in scenes. 

1687
01:28:31,800 --> 01:28:33,680
This is kind of where we have to
throw in those things. 

1688
01:28:33,680 --> 01:28:37,600
So like having the contradictory
information, having some other 

1689
01:28:37,600 --> 01:28:39,440
things pop up where you're like,
this is really making sense in 

1690
01:28:39,440 --> 01:28:41,880
context of this. 
Like the way that the equipment 

1691
01:28:41,880 --> 01:28:44,520
isn't really like you don't need
to explain the equipment beyond.

1692
01:28:44,520 --> 01:28:46,760
But like that it says like there
is no sequence of combat, but 

1693
01:28:46,760 --> 01:28:48,760
then there are sequence of 
combats is in the equipment 

1694
01:28:48,760 --> 01:28:51,160
section. 
I think has to weigh in a little

1695
01:28:51,160 --> 01:28:52,160
bit. 
So I think the rule set is about

1696
01:28:52,160 --> 01:28:54,560
a seven. 
And then where are your vibes 

1697
01:28:54,560 --> 01:28:58,480
for this? 
I enjoyed this fine. 

1698
01:28:58,560 --> 01:29:01,840
This is not like I'm not like 
fucking burning to play this 

1699
01:29:01,840 --> 01:29:03,440
version. 
I think it's cool and I like the

1700
01:29:03,440 --> 01:29:06,680
ideas from it and I I think I'd 
more appreciate this as a 

1701
01:29:06,680 --> 01:29:10,960
discussion piece on design then 
I really like. 

1702
01:29:11,200 --> 01:29:13,240
You know, now that I don't think
it'd be a good game to play, but

1703
01:29:13,240 --> 01:29:15,800
that's how I feel so. 
I don't I don't disagree. 

1704
01:29:15,800 --> 01:29:17,640
I don't disagree with that. 
That was actually what's popping

1705
01:29:17,640 --> 01:29:19,680
in my head too, is like, I 
thought this is a really 

1706
01:29:19,680 --> 01:29:21,040
interesting game and I would 
love to play it. 

1707
01:29:21,040 --> 01:29:23,920
I also think it's so simple that
we could we could we could play 

1708
01:29:23,920 --> 01:29:25,760
it right now. 
We could explain this to 

1709
01:29:25,760 --> 01:29:30,320
somebody in like 10 minutes and 
be playing in 20, which I you 

1710
01:29:30,320 --> 01:29:32,680
know that this is our. 
Kind of a very positive part, 

1711
01:29:32,680 --> 01:29:36,920
yeah. 
But I and I'd so I do really 

1712
01:29:36,920 --> 01:29:39,720
enjoy the game, but I think even
more so, like you just said, I 

1713
01:29:39,720 --> 01:29:42,800
like it as a discussion piece to
sit down and really have like a 

1714
01:29:42,800 --> 01:29:46,560
conversation about design and 
having the game design notes in 

1715
01:29:46,560 --> 01:29:49,360
the back, letting us have the 
conversation with Lucas without 

1716
01:29:49,360 --> 01:29:51,560
having Lucas present, which is 
right and cool. 

1717
01:29:53,000 --> 01:29:55,560
So my vibes are a little bit 
higher for talking about this 

1718
01:29:55,560 --> 01:29:59,280
game than like playing the game.
So what are you thinking and. 

1719
01:30:00,880 --> 01:30:04,600
Like a six. 
Yeah, I think my vibes are 

1720
01:30:04,600 --> 01:30:05,760
probably about a six. 
Cool. 

1721
01:30:06,880 --> 01:30:13,160
Yeah. 
So 6 + 7 + 8 is the same as 7 * 

1722
01:30:13,160 --> 01:30:14,200
3. 
So that's the 21. 

1723
01:30:15,520 --> 01:30:16,920
Look, I didn't even pull up a 
calculator. 

1724
01:30:17,440 --> 01:30:19,440
I'm so proud of you. 
Look at us. 

1725
01:30:20,280 --> 01:30:23,400
So silence or here I think this 
is I think this is great. 

1726
01:30:23,640 --> 01:30:30,720
You know what also that doesn't 
come into play here, but is if 

1727
01:30:30,720 --> 01:30:32,960
it was more of a book value 
would come into a little bit 

1728
01:30:32,960 --> 01:30:34,360
more and I do want to discuss 
that a little. 

1729
01:30:34,680 --> 01:30:37,240
Bit yeah, I think it's a good 
point, so. 

1730
01:30:37,440 --> 01:30:41,480
When you if you were able to get
it on Soul Muppet, it was only 

1731
01:30:41,480 --> 01:30:45,000
20 bucks for the physical scene 
which is fantastic if you buy it

1732
01:30:45,000 --> 01:30:46,680
right now. 
Because Luke was I think 

1733
01:30:46,680 --> 01:30:51,480
previously was having a sale. 
I think maybe their computer 

1734
01:30:51,480 --> 01:30:54,160
broke or something cuz I think 
Diogo was having a sale before 

1735
01:30:54,160 --> 01:30:57,520
cuz they got their phone stolen.
I think Lucas maybe needed a 

1736
01:30:57,520 --> 01:30:59,840
computer or something so they 
were having a sale so you can 

1737
01:30:59,840 --> 01:31:06,720
get a bundle. 
The complete creative bundle 

1738
01:31:06,720 --> 01:31:09,200
support my art for this $15 
bundle. 

1739
01:31:09,360 --> 01:31:10,640
You better believe I snagged 
this in heartbeat. 

1740
01:31:10,640 --> 01:31:12,760
Is there some things that have? 
It's basically Lucas roams 

1741
01:31:12,760 --> 01:31:16,960
entire like entire fucking 
catalog on itch which is 

1742
01:31:16,960 --> 01:31:25,440
literally 1234 so 12345 so like 
20 things and some of them are 

1743
01:31:25,440 --> 01:31:27,440
like a lot of them are fucking 
bangers. 

1744
01:31:27,440 --> 01:31:30,520
Packs and blades is insane. 
All the stuff for packs and 

1745
01:31:30,520 --> 01:31:33,040
blades like Salamander house is 
on here. 

1746
01:31:33,520 --> 01:31:35,320
What else is on? 
So you get mini BX. 

1747
01:31:35,320 --> 01:31:37,720
You get Last Oath, which 
actually just recently got the 

1748
01:31:37,720 --> 01:31:39,400
physical of which is a fucking 
banger. 

1749
01:31:39,600 --> 01:31:44,200
You get Death Knight which is a 
solo or GM less RPG, which is 

1750
01:31:44,200 --> 01:31:46,480
the fucking banger with 
incredible art in it. 

1751
01:31:47,280 --> 01:31:49,920
You get the death God mausoleum 
adventure, which is incredible 

1752
01:31:50,120 --> 01:31:53,440
like like everything Lucas does 
is fantastic. 15 bucks for 

1753
01:31:53,440 --> 01:31:57,520
everything is insane. 
I would highly recommend going 

1754
01:31:57,520 --> 01:31:59,640
and grabbing that we'll make 
sure that the link to this 

1755
01:31:59,640 --> 01:32:02,520
bundle specifically is in here 
again, we're not sponsored by 

1756
01:32:02,520 --> 01:32:04,800
anyone, which I really love the 
way that Lucas does a lot of the

1757
01:32:04,800 --> 01:32:06,680
stuff and especially their 
layout is really fantastic too. 

1758
01:32:06,960 --> 01:32:16,080
But that also means that 
currently the the Mini BX PDF is

1759
01:32:16,080 --> 01:32:21,200
$3 when it's normally $30. 
I would highly recommend getting

1760
01:32:21,200 --> 01:32:23,760
this because not only do you get
Mini BX, which is a really fun 

1761
01:32:23,760 --> 01:32:26,400
interesting that we just went 
through, but you also get what 

1762
01:32:26,400 --> 01:32:28,440
all do you get character sheets 
from Burner Seca, which are 

1763
01:32:28,440 --> 01:32:32,760
gorgeous. 
You get a whole there's a whole 

1764
01:32:32,760 --> 01:32:35,160
thing about game design choices 
written for mini BX, which is 

1765
01:32:35,160 --> 01:32:38,760
great. 
You get the stack tower like 

1766
01:32:38,760 --> 01:32:40,760
little game thing for it, which 
is like a game about like 

1767
01:32:40,760 --> 01:32:42,920
stacking dice. 
So basically like a mini game 

1768
01:32:42,920 --> 01:32:46,400
inside the game. 
You get a bestiary you get and 

1769
01:32:46,400 --> 01:32:47,960
then you get all the adventures 
and settings. 

1770
01:32:47,960 --> 01:32:52,520
So Unseen Citadel, Saint 
Linmore, St. 

1771
01:32:52,520 --> 01:32:55,960
Linen's Graveyard, Cult of the 
Blind God, a whole section of 

1772
01:32:55,960 --> 01:32:58,680
new archetypes for this too. 
Like so much. 

1773
01:32:58,680 --> 01:33:02,080
Fucking Like if this was getting
a value score at our normal Zine

1774
01:33:02,080 --> 01:33:04,840
thing, this would easily be like
an 8 or 9 just in the amount of 

1775
01:33:04,840 --> 01:33:06,840
shit you get for it. 
It's crazy. 

1776
01:33:07,080 --> 01:33:10,640
And the fact that right now it's
$3 is insane and $15.00 for 

1777
01:33:10,640 --> 01:33:14,640
Lucas's entire portfolio is one 
of the best deals on on itch 

1778
01:33:14,640 --> 01:33:17,360
right now because you're going 
to dig into it and think and 

1779
01:33:17,360 --> 01:33:19,040
know that everything is a 
fucking banger. 

1780
01:33:19,840 --> 01:33:23,560
Even just to get mini BX and 
packs and blades and Death 

1781
01:33:23,560 --> 01:33:26,320
knight. 15 bucks it's in the 
same deal and you get like 17 

1782
01:33:26,320 --> 01:33:28,440
more things for it. 
So I would highly recommend 

1783
01:33:28,440 --> 01:33:30,400
grabbing it. 
Very gore. 

1784
01:33:30,400 --> 01:33:33,200
I hope that they would do 
another print run of this to 

1785
01:33:33,200 --> 01:33:35,320
gorgeous little book. 
I would, absolutely. 

1786
01:33:35,360 --> 01:33:37,800
This this is. 
For side quests I would play 

1787
01:33:37,800 --> 01:33:42,920
this in a heartbeat, but that is
that's mini BX. 

1788
01:33:42,920 --> 01:33:45,560
This is fun. 
I, I, this is again why I really

1789
01:33:45,560 --> 01:33:48,800
like doing Dean's every now and 
then is we do get to spend a 

1790
01:33:48,800 --> 01:33:50,280
little more time on it, but 
that's it. 

1791
01:33:50,280 --> 01:33:52,560
I don't know what the fuck we're
doing next week, but we have 

1792
01:33:52,560 --> 01:33:57,520
some fun stuff coming up here 
soon on our yeah, on our blue 

1793
01:33:57,520 --> 01:33:59,840
sky. 
We dropped a little hint of some

1794
01:33:59,840 --> 01:34:02,920
potential things coming up. 
In a regular formula for some 

1795
01:34:02,920 --> 01:34:05,440
episodes. 
Yeah, it's going to be fun and 

1796
01:34:05,440 --> 01:34:06,840
interesting, but that's it for 
today. 

1797
01:34:06,840 --> 01:34:08,280
Hunter. 
I will talk to you later and 

1798
01:34:08,280 --> 01:34:09,480
we'll see all of you later. 
Bye.

