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Hello and welcome to the Weekly 
Scroll podcast. 

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My Name Is Ryan. 
And I'm the bare hand brawler. 

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And today we are gonna be 
looking at the TLDRPG from Billy

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Blue. 
Look at that cover. 

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Gray cover. 
I do. 

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I do dig the cover. 
It definitely, you know has has 

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some creepy vibes for those who 
can't see. 

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The cover is like the lower half
from like Bridge of the Nose 

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down of this toothed bloody face
with a big old smile on it. 

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I really like it and it's and 
it's got like and that's it on 

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the cover side the side the the 
soft back and the hard back 

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they're they're print on demands
from drive through but the dope 

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it's a pretty dope cover and and
yeah and we'll get into that in 

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a second but how how are you 
buddy I feel like we we we have 

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been kind of back and forth sick
for like since Zine quest I 

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think so hopefully we're. 
Back on track. 

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Yeah. 
Look at us. 

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Look at us. 
I think I just had allergies. 

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So I'm, I listen, I'm great, 
man. 

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I've just been, you know, I've 
been working. 

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I'm doing some, like, 
professional certifications 

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right now. 
So I've been doing that 

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non-stop. 
And then when this episode's 

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done, I'm gonna do that again. 
So how about you? 

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There we go. 
I've, I've been doing nothing. 

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I've I've burned through on my 
PTO because we've been over 

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staffed at work for the last 
couple months. 

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It's been great to feel like a 
slow rolling vacation for the 

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first quarter of the year, which
the first quarter of the year is

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done, which is crazy. 
Don't fucking say that. 

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What the fuck? 
I know, you know and the other 

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the other crazy thing too is we 
were talking about like peeling 

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back after after Zen Quest. 
But I feel like the next two 

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weeks we like stacked up again. 
But yeah, at the end we will 

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talk about a lot of really cool 
stuff that we have coming out in

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the next two weeks. 
And if you're listening to this,

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make sure you go back and listen
to our or watch our trophy dark 

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side quest. 
We did this past week with Josh 

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and Stella who are now our 
default side questers, besties, 

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best friends of this show. 
But for for all of our side 

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quests, it's pretty much they're
going to be Josh or myself 

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running in the games. 
So probably Josh and and Stella 

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Condrey will be our our in house
third person and unless they are

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unavailable and then we will get
a third. 

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We we with side quests, we were 
kind of like rotating players in

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and out, but we love playing 
with Stella so much and their 

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availability is perfect for 
ours. 

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So we just fuck it like you're 
just part of the team now so 

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they are awesome. 
So yeah, so welcome both of of 

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them as what amounts to 
permanent members here on the 

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podcast. 
Hi guys, But that's it. 

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Like I said we we have a bunch 
of stuff coming out in the next 

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week to two weeks. 
We'll talk about that at the end

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of the show. 
But why don't we hop into 

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TLDRPG. 
So before we get going I do have

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a little write up here TLDRPG. 
So this is a lean mean in the 

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RPG gaming. 
Yeah, it's always our influence 

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with high action and little 
crunch, old school feel with new

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school mechanics. 
That was the the pitch on 

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Kickstarter. 
This is a game by Billy Blue and

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Paper Airplane games show it 
right there. 

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I think it's in the yeah, paper 
airplane games right there. 

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It's a nice little paper 
airplane logo that's not 

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focusing. 
Whatever you you, you get it. 

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So this is pretty much all all 
Billy Blue as far as I can tell.

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Art. 
There's like one guest piece 

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from Michael Harmon who does 
amazing stuff. 

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We've watched some of the games 
that have their stuff on the 

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show before editing from Jert, a
friend of the show. 

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Jert are not Cat Chatter. 
This was successfully funded on 

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February 17th of 2023 with 144 
backers pledging 28162 dollars. 

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So this is one of those ones 
where someone who's prime, who 

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at least I've always seen is 
primarily an artist in the 

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space, then puts out their own 
game and we'll we'll be doing a 

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couple of those this year. 
I think maybe we can talk about 

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like theming a month, but then 
we yeah, we're us sure. 

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So we'll do it. 
Yeah, maybe. 

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We'll get Yeah, we'll see. 
But let's hop in. 

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So TLDRPG rules like Game by 
Billy Blue. 

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Paper airplanes. 
Special links to a bunch of 

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people. 
A long list of names here. 

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Hey, Billy Blues in the Chat, 
Marcus Lindrum, Allen Barr, 

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Douglas Cole, Mark Parrish. 
MOV, Michael Harmon, Billman and

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Jerk Crater. 
Those are some. 

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Those are. 
That's a list of names there, 

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you know. 
Allen Barr, Michael Harmon, Jerk

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Marcus Lindrum. 
Great stuff. 

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So kicking it off, we give a 
table of contents. 

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So the one great thing that I 
can only imagine is cool if 

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you're an artist, is you can put
as much art as you want in your 

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own life, Which I will say this 
book does not lack for art. 

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Yeah, it's got some really 
great. 

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Especially we get to the like in
the ability pages. 

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There's some really cool, like, 
character pieces. 

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I like, you know, I love a 
wizard guy. 

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Yeah, for sure. 
And there's there's also this 

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kind of like dirty texture 
throughout the book. 

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I don't know what I'm like a 
like a like a grungy splatter. 

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Yeah, throughout that's 
consistent. 

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And also, you know, aside from I
think just one piece, it's 

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Billy's art through the entire 
thing. 

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So there's a consistency of the 
art. 

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So right on the table of 
contents page you have this like

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skull shooting out from the left
side. 

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Art and Game by Billy editing by
Jert. 

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So let's what do we got for 
digital tools here? 

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So we are fully bookmarked, 
which is really nice. 

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And hyperlinked. 
So we we do have a hyperlink 

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table of contents. 
But I will, I'll say this, we'll

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say this to what's we do this 
sometimes what's your what's 

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what's A1 liner for your 
impressions of this before we 

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get going. 
Dice pool fantasy game. 

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Gotcha. 
So I, you know what we've been, 

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you know what I feel like we've 
seen a bunch recently is that 

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like I feel like we've reviewed 
a bunch of games that have 

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really good bones and would 
probably have really good two 

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ES. 
You know, I think that to me 

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this kind of falls into that as 
I think A2 East of this could 

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really go off 'cause I do, I do 
really like it. 

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I think it's got great. 
I think it's got great vibes. 

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I totally see where they were 
going when they made this. 

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I just feel like maybe like a 
step or two more would have got 

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them where they really wanted to
go. 

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So we'll go over that that here.
But I will say it off the bat, I

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do really like this game 
regardless of anything I say 

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after this one. 
So yeah, hyperlink typical 

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contents. 
We got about 100 pages in here. 

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If you if you have the just the 
salt the the so they're POD, 

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which I mean is great for 
distribution, but you know 

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they're very glossy. 
They're not going to be the 

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nicest books on your shelves. 
But I will say that the drive 

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through Prince have gotten 
slightly better. 

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If you have just the paper copy,
it only goes to about 70 pages. 

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And if you have the hardback, 
yeah, it goes to 100 pages. 

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That's why I told you to read 
the hardback one. 

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Because the paper, the softback 
1 softcover, that's the words, 

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those are words. 
I'm looking for digital tools. 

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The hyperlinks on that are 
incomplete, they just become 

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page numbers eventually. 
But the hardcover PDF was 

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completely feels complete and 
like they added like another 30 

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pages and a bunch of stuff like 
all the generators in the back. 

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All of that stuff's not really, 
most of it is not in the soft 

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cover version. 
But so we get to the table of 

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contents, introduction, 
character creation, playing the 

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game, combat and then a bunch of
other status effects, weapons, 

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you know, etcetera, etcetera, 
etcetera. 

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What's up? 
Nothing. 

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No, you have a A look on your 
face Guest artist Michael 

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Harmon. 
This isn't a little piece here 

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by by Michael Harmon and then 
page of a sad, sad little 

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soldier boy person. 
A soldier person with a spear 

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hood up. 
Then we get to. 

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Love a spear in the shield, you 
know? 

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Very, very. 
You know, I'm trying to play in 

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the phalanx, you know? 
I've I mean, here's the thing. 

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So obviously, you know, none of 
these games are actually 

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accurate to humanity at all. 
I mean, we all know stud leather

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wasn't really a thing, but man, 
I wish that more games really 

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appreciated the spear, you know,
and had better mechanics for it 

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because the spear was fucking 
insane, dude. 

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It's funny, I've been 
referencing this game a lot in 

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the past, like months of our 
episodes, but like, I'm still 

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playing my solo game of Wolves 
Upon the Coast, you know? 

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And I and I use a spirit in that
game because it actually is 

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incredibly useful. 
So good. 

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Yeah. 
All right, so TLDRPG we get one 

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obligatory page of what is this?
And what is an RPG? 

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So, TLDRPGTLD for short, Does it
ever say what TLD actually 

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stands for? 
Besides, like the standard? 

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Like too long didn't read TLD 
RPG, did I? 

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Am I? 
Wait, does it I. 

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Don't know. 
Billy's in chat and we can ask, 

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but I do like the TLD RPG, yeah,
it's it's a fun kind of 

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reference to being a rules like 
game, which I enjoyed from the 

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first time I heard it. 
So it's a rules like 

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role-playing game designed to 
get you and your friends in the 

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action as quickly as possible. 
So it says this game assumes you

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have a little familiarity with 
RPGs, but even if you don't, 

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that's OK, you will pick it up 
just fine. 

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A glossary of common terms, an 
example of plays included at the

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end of the book, just in case. 
I really like that They tell you

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right off the bat that all of 
that stuff is at the end. 

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You can jump if you want, So it 
it does. 

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I will say so. 
It says TLB doesn't try to 

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anticipate every scenario. 
It's deliberately incomplete. 

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With enough rules to get you 
going but not enough to get in 

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your way. 
You aren't going to find every 

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answer in the book. 
That's OK, your creativity, 

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role-playing, all this stuff. 
I will say I am completely fine 

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if that's the last time I heard 
that you can just do what you 

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want with it. 
But I but I I think the the 

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desire to make sure that you 
understand, yeah, that is like 

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really pushed hard throughout 
the book. 

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And I think once you get 
permission once that's more than

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enough. 
Even once is more than for some 

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people out there that say of 
course I can do whatever I want.

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It's my It's my game now. 
Yeah, I will say that I think 

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this is one of those games that 
we go over that has a what's an 

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RPG where I'm like, oh, I can 
actually see this being 

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someone's first game. 
Like, you know, like absolutely.

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This could absolutely be your 
first game. 

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00:12:45,040 --> 00:12:49,840
Well I will say that this is 
first this is 100% definitely a 

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system like there is very there 
is little to no, I don't even 

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think there's really any like 
implied setting in this fighting

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search. 
Imagine it's just a pretty 

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standard like you know western 
medieval European fantasy like I

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00:13:05,120 --> 00:13:07,520
don't even think there's any 
like implication for anything 

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00:13:07,520 --> 00:13:09,080
else. 
So it is just it is just a 

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00:13:09,080 --> 00:13:13,440
system there's no like you know 
rounded out game or anything but

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but like you said they're like 
yeah this is this is something 

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someone could be like oh this 
this is a a nice rules light 

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little system for sure. 
So it does have a what's an RPG.

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00:13:22,720 --> 00:13:25,440
It's it's a role-playing game. 
GM describes the situation, 

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players describe their 
reactions, dice are rolled with 

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characters, attempt bubble, 
etcetera, etcetera. 

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00:13:30,160 --> 00:13:31,360
Yeah, I do have a little note 
here. 

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It says see page 28, the test, 
then the GM describes the 

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outcome. 
So a little nod right there to 

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the game mechanics. 
I will say this is not inline 

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hyperlinked. 
I would say it's not. 

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00:13:46,720 --> 00:13:50,320
No, and every other instance of 
the word PAGE is written out as 

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00:13:50,320 --> 00:13:53,240
PAGE instead of PG period. 
This is I think, the only time 

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that's run up, so there's all 
inconsistency there. 

224
00:13:56,280 --> 00:14:00,480
I will say it's nice to see 
this. 

225
00:14:00,560 --> 00:14:05,440
Who edited this thing, man? 
It does say in the beginning 

226
00:14:05,440 --> 00:14:07,120
here. 
See page 28 for the test, which 

227
00:14:07,120 --> 00:14:09,840
is good because we were gonna we
were talking about it before the

228
00:14:09,840 --> 00:14:12,520
show. 
It's you don't know any of the 

229
00:14:12,520 --> 00:14:15,320
dice mechanics of the game at 
all until you get to page 28. 

230
00:14:15,320 --> 00:14:17,200
They're not mentioned in any 
part of character creation 

231
00:14:17,200 --> 00:14:20,240
whatsoever. 
So it's nice right in the 

232
00:14:20,240 --> 00:14:28,080
beginning, But I will say that 
the core mechanic being told to 

233
00:14:28,080 --> 00:14:31,080
find the core mechanic on page 
28 in the What's an RPG section.

234
00:14:31,360 --> 00:14:34,600
I would have maybe bolded or put
it on the side or something, 

235
00:14:34,600 --> 00:14:39,800
because I'm sure any like many 
of us in the scene immediately 

236
00:14:39,800 --> 00:14:42,840
skip this entire page. 
Yeah. 

237
00:14:42,960 --> 00:14:45,480
Because it is the obligatory 
What is this game? 

238
00:14:46,480 --> 00:14:49,080
I might have I might have 
skipped this page. 

239
00:14:49,520 --> 00:14:51,240
Exactly. 
So put it in. 

240
00:14:51,240 --> 00:14:54,320
I mean, there's a reason this 
layout is when we'll get to that

241
00:14:54,320 --> 00:14:55,880
has all this blank space on the 
side. 

242
00:14:55,880 --> 00:14:57,280
I think it would have been 
really good. 

243
00:14:57,600 --> 00:15:00,360
If you're gonna indicate like an
important you know, thing to 

244
00:15:00,360 --> 00:15:04,640
check to pull it out of the 
what's an RPG section. 

245
00:15:04,640 --> 00:15:09,040
Maybe even put it up in just the
TLD section or put it in red on 

246
00:15:09,040 --> 00:15:12,880
the side. 
What you need stuff D sixes. 

247
00:15:15,600 --> 00:15:16,640
All right. 
Getting into your character, 

248
00:15:16,640 --> 00:15:18,920
let's talk about this layout a 
little bit right off the bat. 

249
00:15:18,920 --> 00:15:21,800
So this is definitely it's 
reminiscent of the classic 

250
00:15:21,800 --> 00:15:24,520
explorer template and that's 
from Clayton Notistine. 

251
00:15:24,600 --> 00:15:29,520
It's like a mostly like column 
system where 1/3 of the page is 

252
00:15:29,520 --> 00:15:32,440
left blank so you can like write
notes and things in it. 

253
00:15:35,240 --> 00:15:40,680
What are your thoughts? 
Funny, I actually have the Grid 

254
00:15:40,680 --> 00:15:45,640
base or Grid System basics by 
Clayton Osteen on my hot bar if 

255
00:15:45,760 --> 00:15:51,480
for referencing it. 
Yeah, it it is, it exists. 

256
00:15:51,760 --> 00:15:54,720
You know, I'm not. 
I don't find it like incredibly 

257
00:15:54,720 --> 00:15:56,680
offensive or anything. 
Yeah. 

258
00:15:57,000 --> 00:15:59,160
I feel, and I don't feel super 
strongly about it. 

259
00:15:59,160 --> 00:16:01,320
I guess what I should say. 
Gotcha. 

260
00:16:02,040 --> 00:16:03,720
It's readable. 
I probably, I probably have a 

261
00:16:03,720 --> 00:16:05,240
stronger feelings. 
I think the lay it was really 

262
00:16:05,240 --> 00:16:12,400
readable. 
I just think that so so we'll 

263
00:16:12,400 --> 00:16:14,200
get into it. 
So on the first page of your 

264
00:16:14,200 --> 00:16:19,320
character, the entire left third
is blank, and then there's one 

265
00:16:19,320 --> 00:16:21,200
sentence that says grab a 
character sheet and follow this 

266
00:16:21,200 --> 00:16:23,960
outline. 
I don't really understand the 

267
00:16:23,960 --> 00:16:27,040
purpose of the left sidebar 
because there's a real there's a

268
00:16:27,040 --> 00:16:30,200
weird mix of like sometimes 
direction, sometimes bonus 

269
00:16:30,200 --> 00:16:33,600
stuff, sometimes different 
things, but like it's a lot of 

270
00:16:33,600 --> 00:16:40,960
empty space on the page for what
amounts to 7 words and a letter 

271
00:16:41,280 --> 00:16:43,480
that could easily have been 
plugged. 

272
00:16:43,480 --> 00:16:46,360
In I hate an overly crowded 
page, so I think actually I'm 

273
00:16:46,360 --> 00:16:48,800
probably more on the side of 
this is good than rather than 

274
00:16:48,800 --> 00:16:52,360
bad for me, you know? 
I'm I'm torn. 

275
00:16:52,840 --> 00:16:56,000
I'm torn because I just feel 
like it's a it's AI mean at the 

276
00:16:56,000 --> 00:16:59,680
end of the day too. 
Like if you chop it's like 1/3 

277
00:16:59,680 --> 00:17:02,960
of 100 pages. 
You could save 30 pages by not 

278
00:17:02,960 --> 00:17:05,640
having that space. 
So would you say that into the 

279
00:17:05,680 --> 00:17:09,920
odd would save a bunch of space 
if they didn't center everything

280
00:17:09,920 --> 00:17:11,880
and put small amounts of text on
every page? 

281
00:17:12,480 --> 00:17:15,319
No, but I think the into the odd
layout is is better. 

282
00:17:15,319 --> 00:17:19,079
It's more artistic than this. 
I think it uses that space in a 

283
00:17:19,079 --> 00:17:21,480
way that makes more sense in 
this. 

284
00:17:21,720 --> 00:17:26,000
Like, I just don't. 
I feel like this column I think 

285
00:17:26,000 --> 00:17:28,760
was like, we can put notes and 
directions here and then they 

286
00:17:28,760 --> 00:17:32,520
just kind of lost the way going 
through on like what was a note,

287
00:17:32,520 --> 00:17:34,120
what's a direction, what's this 
and that. 

288
00:17:34,360 --> 00:17:36,720
I don't mind the layout. 
I just think if it was going to 

289
00:17:36,720 --> 00:17:39,240
be used in this way, it needed 
to be used more. 

290
00:17:40,680 --> 00:17:43,600
Yeah, thoughtfully. 
You know, there's there are a 

291
00:17:43,600 --> 00:17:45,560
bunch of directions here that 
could be here on the side, and 

292
00:17:45,560 --> 00:17:46,960
we'll get to that. 
But anyway, I just want to hit 

293
00:17:46,960 --> 00:17:48,560
that right off the bat because 
that's where something moves 

294
00:17:48,560 --> 00:17:51,360
see, all the way through. 
So character you start with 

295
00:17:51,440 --> 00:17:55,800
attribute points right? 
You have mind, body, and spirit.

296
00:17:55,800 --> 00:18:00,960
Mind is mental power, magic. 
It's used for magical attack and

297
00:18:00,960 --> 00:18:04,160
defense, memory, willpower, 
technology, etcetera, blah. 

298
00:18:04,160 --> 00:18:06,280
All the mind stuff. 
Body, which is your physical 

299
00:18:06,280 --> 00:18:08,200
power, melee attack, defense, 
everything. 

300
00:18:08,480 --> 00:18:14,120
Spirit is dexterity and finesse,
Spirit, spirit get the whole. 

301
00:18:14,560 --> 00:18:16,080
I get the whole mind, body, 
spirit part. 

302
00:18:16,080 --> 00:18:20,280
Like it's it's it's very classic
three parts, but like it's 

303
00:18:20,280 --> 00:18:23,440
ranged attacks and defense, 
manual dexterity, social 

304
00:18:23,440 --> 00:18:28,040
interactions, avoiding sprung 
trap, deception, spirit is a 

305
00:18:28,040 --> 00:18:30,320
weird word. 
I don't think it fits well. 

306
00:18:31,520 --> 00:18:41,720
It's so I don't know. 
I think that I don't think it's 

307
00:18:41,720 --> 00:18:45,240
awful, but like, I think it's 
close to. 

308
00:18:46,360 --> 00:18:49,640
In other words, I'm searching 
through my almost empty brain 

309
00:18:49,640 --> 00:18:53,200
for I get the direction they 
were going for it, you know, 

310
00:18:54,280 --> 00:18:55,680
like the quickness of spirit or 
whatever. 

311
00:18:55,680 --> 00:18:58,920
But yeah, I am. 
It's a weird choice of word. 

312
00:18:59,720 --> 00:19:03,840
Yeah, I I think it's so this 
kind of defines kind of how I 

313
00:19:03,840 --> 00:19:06,040
feel about a lot of parts of 
this game is that like, I see 

314
00:19:06,040 --> 00:19:08,960
what they're going for and it 
like, it works. 

315
00:19:09,880 --> 00:19:13,640
Right. 
It's a little inelegant, yeah. 

316
00:19:13,640 --> 00:19:15,000
It's a little clunky. 
Yeah. 

317
00:19:15,200 --> 00:19:17,040
Yeah. 
So the attributes, because we're

318
00:19:17,040 --> 00:19:19,080
going to get in the second, 
we're going to get into like 

319
00:19:19,400 --> 00:19:21,400
derived stats from our 
attributes. 

320
00:19:21,400 --> 00:19:22,760
So I get the whole mind, body, 
spirit thing. 

321
00:19:22,760 --> 00:19:25,240
It's supposed to like encompass 
like the the your, the 

322
00:19:25,280 --> 00:19:29,560
attributes of your character. 
But like I would never take like

323
00:19:29,560 --> 00:19:32,960
it says, mind is mental power, 
body is physical power, and then

324
00:19:32,960 --> 00:19:37,360
spirit is dexterity and finesse.
I would never think spirit, 

325
00:19:37,760 --> 00:19:40,720
dexterity and finesse. 
I wouldn't mind it if they just 

326
00:19:40,720 --> 00:19:45,400
went more with like finesse or 
something here. 

327
00:19:45,400 --> 00:19:49,280
Or like you know, having like a 
like a mind and two body stats 

328
00:19:49,280 --> 00:19:53,520
like a speed and a strength kind
of thing with body as opposed to

329
00:19:53,520 --> 00:19:55,240
going into like the mind, body 
spirit thing. 

330
00:19:55,240 --> 00:19:58,640
I think a like a strength, 
speed, mind would have been. 

331
00:19:58,640 --> 00:20:00,160
It wouldn't have changed 
anything, but I think it would 

332
00:20:00,160 --> 00:20:02,640
be more applicable to like the 
way it's used, you know? 

333
00:20:02,760 --> 00:20:07,920
Yeah, I mean IA little bit like 
am sick of how everything has 

334
00:20:07,920 --> 00:20:09,520
the same names for their 
attributes. 

335
00:20:09,520 --> 00:20:15,160
So I I appreciate the trying to 
like change dexterity away from 

336
00:20:15,160 --> 00:20:19,480
being whatever decks or 
quickness or whatever. 

337
00:20:19,480 --> 00:20:21,520
But yeah, I yeah, I think I. 
Mean. 

338
00:20:21,560 --> 00:20:25,160
We've both We've both tried to 
make RPGs enough to that I've 

339
00:20:25,160 --> 00:20:28,160
I've burned out my thesaurus for
like the five words that 

340
00:20:28,160 --> 00:20:30,560
actually apply. 
So, like, there's only so many 

341
00:20:30,560 --> 00:20:33,840
ways you can say, like, move 
quickly, but not like, you know,

342
00:20:33,840 --> 00:20:36,360
top end speed. 
Anyway, so those are your three 

343
00:20:36,360 --> 00:20:38,040
attributes. 
It says each attribute starts 

344
00:20:38,040 --> 00:20:42,400
with one point and those are 
your 3 overarching attributes 

345
00:20:42,920 --> 00:20:45,280
you assign starting XP. 
So each character starts with 

346
00:20:45,280 --> 00:20:48,240
five experience points to 
improve your attributes and 

347
00:20:48,240 --> 00:20:50,960
character creation. 
To improve an attribute to the 

348
00:20:50,960 --> 00:20:53,200
next level requires XP equal to 
that level. 

349
00:20:53,240 --> 00:20:55,480
Pretty classic. 
So if you want to get to level 

350
00:20:55,480 --> 00:20:57,000
2, you need to experience 
points. 

351
00:20:57,000 --> 00:20:59,720
If you want to get to Level 3, 
you need three more experience 

352
00:20:59,720 --> 00:21:02,040
if you want to get to, etcetera,
etcetera, etcetera for each 

353
00:21:02,040 --> 00:21:05,400
individual attribute. 
And then you get your stats. 

354
00:21:05,400 --> 00:21:12,160
So stats are derived from 
attributes, so you get mana, HP,

355
00:21:12,400 --> 00:21:18,360
gear, and luck, right? 
Mana is equal to your mind score

356
00:21:18,360 --> 00:21:21,600
plus one, and it's how you cast 
mind abilities, because we're 

357
00:21:21,600 --> 00:21:24,440
going to get to abilities Mana 
refills after arrest. 

358
00:21:24,640 --> 00:21:28,880
HP is another Dr. stat, it's 
your body plus three, it's your 

359
00:21:28,880 --> 00:21:32,720
health. 0HP equals death. 
HP refills after reset. 

360
00:21:33,000 --> 00:21:35,720
There is there are two death 
mechanics in here, one give it 

361
00:21:35,720 --> 00:21:38,120
A1 optional. 
We'll get to that. 

362
00:21:38,480 --> 00:21:43,080
Gear equals body plus four. 
It's just every item carried has

363
00:21:43,080 --> 00:21:44,640
weight. 
Gear tells you how much. 

364
00:21:45,440 --> 00:21:49,040
There is a bit of a a little bit
of like a quantum inventory in 

365
00:21:49,040 --> 00:21:50,400
here that I like. 
We'll get to that too. 

366
00:21:50,800 --> 00:21:53,080
And then luck equals spirit plus
one. 

367
00:21:53,640 --> 00:21:56,600
This is spent to use spirit 
abilities. 

368
00:21:57,120 --> 00:22:01,160
Luck does not refill after 
arrest and is instead earned by 

369
00:22:01,160 --> 00:22:04,120
Critical Failure and Difficult 
success roles. 

370
00:22:04,120 --> 00:22:09,760
Or is an award from the GM. 
We'll get to that again. 

371
00:22:09,760 --> 00:22:14,920
On this entire page, there is 
one paragraph one sentence here 

372
00:22:14,920 --> 00:22:17,800
in that left notes column. 
More info on abilities can be 

373
00:22:17,800 --> 00:22:19,240
found on page 11. 
Not hyperlinked. 

374
00:22:21,200 --> 00:22:24,200
Choose two abilities. 
So we have attributes, we have 

375
00:22:24,200 --> 00:22:26,880
derived stats and then you get 2
abilities. 

376
00:22:30,280 --> 00:22:33,200
Pick one ability per attribute 
point assigned for each. 

377
00:22:33,200 --> 00:22:36,840
Example if a character has two 
spirit and one body, they get 2 

378
00:22:36,840 --> 00:22:38,160
spirit abilities and one body 
ability. 

379
00:22:38,240 --> 00:22:39,120
Makes sense. 
There you go. 

380
00:22:39,160 --> 00:22:44,000
Yeah absolutely easy logic. 
And then on top of that you 

381
00:22:44,000 --> 00:22:47,400
choose the skill. 
Yeah so pick one related to your

382
00:22:47,400 --> 00:22:49,320
character's background Skills 
are explained on page 8. 

383
00:22:49,480 --> 00:22:51,320
I like those are references to 
page numbers. 

384
00:22:51,800 --> 00:22:53,600
Just type link it. 
I know it's it's a pain in the 

385
00:22:53,600 --> 00:23:04,880
Dick, but you know it's there. 
So we have I will, I will say it

386
00:23:04,880 --> 00:23:12,000
starts to feel less rules light 
once you have attributes, stats 

387
00:23:12,000 --> 00:23:17,920
derives, attributes, abilities 
and skills and then other stuff 

388
00:23:17,920 --> 00:23:20,320
on top of that. 
It does start to feel a little 

389
00:23:20,320 --> 00:23:24,640
bit less rules light and a 
little bit more pushing towards 

390
00:23:24,640 --> 00:23:28,440
rules medium. 
Once you start having to keep 

391
00:23:28,440 --> 00:23:30,240
track of so many different 
things. 

392
00:23:31,960 --> 00:23:35,320
Continue with character creation
that says gather equipment, pick

393
00:23:35,320 --> 00:23:37,560
up, pick or make up starting 
weapons. 

394
00:23:37,920 --> 00:23:39,840
Be sure to write it down on the 
weapon category. 

395
00:23:40,880 --> 00:23:44,440
It's light, medium or heavy, so 
that's the weight that it is so 

396
00:23:44,440 --> 00:23:48,000
and the damage that it is. 
So I do, I do like that and I 

397
00:23:48,000 --> 00:23:49,120
that's one of my favorite things
to do. 

398
00:23:49,120 --> 00:23:50,920
I don't give a shit what light 
weapon you're carrying. 

399
00:23:50,920 --> 00:23:54,520
Make it up. 
Like make it your own, but it 

400
00:23:54,520 --> 00:23:56,960
weighs the same and does the 
same damage as every other light

401
00:23:56,960 --> 00:23:58,520
weapon. 
I do really enjoy that. 

402
00:23:58,520 --> 00:24:00,760
That was that was like slimmed 
down so you don't have like a 

403
00:24:00,760 --> 00:24:04,120
list of you know, 50 fucking 
different like short swords you 

404
00:24:04,120 --> 00:24:09,080
know and then says weapon and 
shield and armor suggestions are

405
00:24:09,080 --> 00:24:14,920
on page 46. 
Take one small potion that heals

406
00:24:14,920 --> 00:24:18,960
to HP and choose one 
miscellaneous item relevant to 

407
00:24:18,960 --> 00:24:21,160
your character's personality. 
This item doesn't necessarily 

408
00:24:21,160 --> 00:24:22,960
have a mechanical effect, it's 
just for role-playing. 

409
00:24:23,160 --> 00:24:25,160
There's a lot of these, like, 
kind of inserts throughout the 

410
00:24:25,160 --> 00:24:29,480
game where it's like like it 
really is pushing hard to like 

411
00:24:29,480 --> 00:24:31,760
role play a lot, which again, I 
understand what they're going 

412
00:24:31,760 --> 00:24:33,200
for. 
There's just a little bit of an 

413
00:24:33,240 --> 00:24:35,920
inelegance in the way that they 
push it over and over and over 

414
00:24:35,920 --> 00:24:39,040
again and finally make up the 
rest of your character details 

415
00:24:39,040 --> 00:24:40,680
like their age, name, 
appearance, etcetera. 

416
00:24:42,240 --> 00:24:44,600
In the future, you might even 
consider hiring an artist to 

417
00:24:44,600 --> 00:24:47,920
illustrate your character. 
Nice little ad right there in 

418
00:24:47,920 --> 00:24:50,000
the game from the artist. 
I really like that. 

419
00:24:50,400 --> 00:24:52,320
That's great. 
That's a very funny line. 

420
00:24:52,920 --> 00:24:56,000
Yeah, I really like it. 
We're on to gear. 

421
00:24:56,000 --> 00:24:58,800
I do like this box here and I 
don't like the box for two 

422
00:24:58,800 --> 00:25:00,800
different reasons. 
So it says it is assumed that 

423
00:25:00,800 --> 00:25:02,960
adventures are carrying basic 
adventuring equipment like 

424
00:25:02,960 --> 00:25:06,000
backpacks, rations, etcetera. 
This doesn't need to spell out 

425
00:25:06,000 --> 00:25:07,960
if your character needs 
something and it's like one of 

426
00:25:07,960 --> 00:25:09,960
those basic ass things, you just
have it. 

427
00:25:10,000 --> 00:25:11,840
If you're doing want you to have
it like it's it's whatever. 

428
00:25:11,840 --> 00:25:14,760
Like you don't need to keep 
track of like every little, like

429
00:25:14,840 --> 00:25:17,280
every piton and hammer like the 
basic shit. 

430
00:25:17,360 --> 00:25:19,440
You just have it and you don't 
even worry about the weight of 

431
00:25:19,440 --> 00:25:20,320
it. 
I like that. 

432
00:25:20,840 --> 00:25:22,320
To me, that's clean. 
What are your thoughts? 

433
00:25:22,320 --> 00:25:24,440
I think for this game it's great
too. 

434
00:25:24,520 --> 00:25:26,480
You know, like some games I'm 
like, yeah, like no, count your 

435
00:25:26,480 --> 00:25:28,600
stuff or whatever. 
But this is a great game. 

436
00:25:28,600 --> 00:25:30,480
Like, yeah, no obscure the other
way. 

437
00:25:30,560 --> 00:25:34,600
This is a fun role-playing game.
Don't worry about that. 

438
00:25:34,600 --> 00:25:36,080
Yeah. 
If it's a piece of equipment 

439
00:25:36,080 --> 00:25:38,520
that doesn't really fucking 
matter, then it doesn't fucking 

440
00:25:38,520 --> 00:25:42,040
matter. 
I will say that if you if you 

441
00:25:42,040 --> 00:25:44,200
take one hammer and that hammer 
becomes like your signature 

442
00:25:44,200 --> 00:25:46,560
shit, at some point I might like
assign a weight to that and it 

443
00:25:46,560 --> 00:25:48,640
becomes like something that you 
carry under belt or something. 

444
00:25:48,640 --> 00:25:50,840
But again that's that's up to 
the gym. 

445
00:25:51,280 --> 00:25:53,560
I will say the reason I don't 
like this box is it is a 

446
00:25:53,600 --> 00:25:56,040
different font than all the rest
of the game and it's a different

447
00:25:56,040 --> 00:25:58,240
font than all the rest of the 
light blue boxes you find. 

448
00:25:58,840 --> 00:26:02,000
You don't see the until until 
the bestiary it. 

449
00:26:02,080 --> 00:26:05,680
I mean it is also the footer 
font which I also don't like it 

450
00:26:05,680 --> 00:26:07,880
down there. 
I just don't like the font kind 

451
00:26:07,880 --> 00:26:13,080
of for for this anyway, but it's
it's a different font than the 

452
00:26:13,080 --> 00:26:15,360
rest of all of these, like blue 
note boxes. 

453
00:26:15,640 --> 00:26:20,360
My other thing too is like, why 
do we have these blue side note 

454
00:26:20,360 --> 00:26:26,120
boxes when we have a third of 
every page empty for notes and 

455
00:26:26,120 --> 00:26:28,880
directions? 
That's that's my thing, not this

456
00:26:28,880 --> 00:26:34,720
page, because there's a a big 
old piece of art here, which I 

457
00:26:34,720 --> 00:26:36,840
do like. 
It's a great piece of art, you 

458
00:26:36,920 --> 00:26:39,360
see, you see what I'm saying? 
There's like some incongruous 

459
00:26:39,360 --> 00:26:42,800
yeah, PC is limited in how much 
they can carry. 

460
00:26:42,800 --> 00:26:44,520
Most items have a weight from 1 
to 4. 

461
00:26:44,840 --> 00:26:48,480
Standard carry you already says 
body +4, so small items can be 

462
00:26:48,480 --> 00:26:53,400
bundled. 
There you go character levels 

463
00:26:53,400 --> 00:27:00,720
and leveling up. 
So this is this is I have notes 

464
00:27:00,720 --> 00:27:04,440
on this. 
So until the RPG, a kicker has a

465
00:27:04,440 --> 00:27:07,240
level for each attribute between
1:00 and 7:00. 

466
00:27:07,800 --> 00:27:11,800
When a rule or ability or first 
level, this means to use the 

467
00:27:11,800 --> 00:27:16,280
level of the relevant attribute.
OK, so we're saying that if your

468
00:27:16,280 --> 00:27:21,280
attribute is 3, right? 
Say mind you have mind 3, then 

469
00:27:21,280 --> 00:27:24,000
you are mind Level 3. 
Right. 

470
00:27:24,520 --> 00:27:26,120
Why? 
I don't know. 

471
00:27:26,120 --> 00:27:28,000
I was wondering that too. 
I'm like, well, isn't that just 

472
00:27:28,000 --> 00:27:29,440
mine? 
3 Still it's. 

473
00:27:29,440 --> 00:27:31,200
Just mine three. 
Yeah, it drives me. 

474
00:27:31,240 --> 00:27:34,120
We'll get here and we'll be. 
It'll be like a role level here 

475
00:27:34,120 --> 00:27:36,200
in a little bit, but literally 
it could just be role, mind or 

476
00:27:36,200 --> 00:27:37,520
whatever. 
Yeah, that's what I'm saying. 

477
00:27:37,520 --> 00:27:40,720
Yeah, this is, this is another 
kind of thing that that happens 

478
00:27:40,720 --> 00:27:42,320
to this game. 
It's just a lot of like 

479
00:27:42,320 --> 00:27:44,920
inelegance, trying to like. 
I feel like there was a vision 

480
00:27:45,280 --> 00:27:49,920
and they just like shoehorn just
a little bit in without with and

481
00:27:49,920 --> 00:27:53,520
and it kind of creates this, 
this lack of elegance throughout

482
00:27:53,920 --> 00:27:56,840
that like doesn't make it bad, 
but it just makes it feel just 

483
00:27:56,840 --> 00:27:59,760
like a little clunky throughout.
But just like this like like a 

484
00:27:59,760 --> 00:28:04,600
character levels. 
The assumption one is level is 

485
00:28:04,600 --> 00:28:07,480
like your whole like your whole 
character. 

486
00:28:08,600 --> 00:28:10,200
But this is the original 
attributes levels. 

487
00:28:10,200 --> 00:28:14,680
Yeah, like I don't. 
I don't like the concept of like

488
00:28:14,680 --> 00:28:16,360
there aren't character levels, 
right? 

489
00:28:16,600 --> 00:28:19,240
You just raise your attributes. 
Character level is nothing in 

490
00:28:19,240 --> 00:28:20,040
this. 
Essentially. 

491
00:28:20,680 --> 00:28:26,200
I like that fine and I wish it 
was just called that, but. 

492
00:28:26,360 --> 00:28:28,880
I yeah there's an example of 
here how to do it. 

493
00:28:28,880 --> 00:28:32,160
I there the next section, The 
next header is called Leveling 

494
00:28:32,160 --> 00:28:37,160
Up again. 
So my note says if leveling up 

495
00:28:37,160 --> 00:28:39,600
just means increasing an 
attribute, you could easily just

496
00:28:39,600 --> 00:28:44,040
call it Attribute increase 
instead of instead of adding 

497
00:28:44,040 --> 00:28:47,280
another keyword. 
Yeah, I think it, I think the 

498
00:28:47,800 --> 00:28:51,400
the issue that we're seeing here
is that it's, I don't know if 

499
00:28:51,400 --> 00:28:54,200
shoehorn is what I would say. 
I like overly keyworded, you 

500
00:28:54,200 --> 00:28:57,600
know, overly keyed. 
Like there's just a lot of words

501
00:28:57,600 --> 00:29:01,760
that kind of like mean very 
similar things or don't mean 

502
00:29:01,760 --> 00:29:03,560
exactly what they say that they 
don't need to be in here. 

503
00:29:03,560 --> 00:29:04,720
Like I don't think it's 
character levels. 

504
00:29:04,720 --> 00:29:06,720
Leveling up doesn't bother me as
much because you are leveling up

505
00:29:06,720 --> 00:29:10,280
a stat or an attribute, right. 
But the character levels, I'm 

506
00:29:10,280 --> 00:29:12,720
like, it's not you're not 
character leveling. 

507
00:29:13,520 --> 00:29:15,000
That's what I'm saying is if 
you're not going to use like 

508
00:29:15,000 --> 00:29:17,200
character levels, you don't need
to use leveling up because 

509
00:29:17,200 --> 00:29:19,840
you're not leveling up. 
Yeah, I guess increasing 

510
00:29:19,840 --> 00:29:22,440
attributes would be more correct
in that circumstance. 

511
00:29:23,280 --> 00:29:25,800
But I feel like that's kind of 
like the vibe that that we run 

512
00:29:25,800 --> 00:29:28,600
into a bunch of the game where 
it's like, I don't dislike this.

513
00:29:28,600 --> 00:29:30,920
I just feel like there was a 
cleaner way to do it. 

514
00:29:32,160 --> 00:29:35,400
And I I yeah. 
And that that comes up over and 

515
00:29:35,400 --> 00:29:36,440
over and over again throughout 
this. 

516
00:29:36,440 --> 00:29:40,160
It's just like it's fine it, but
it could just be cleaner. 

517
00:29:41,960 --> 00:29:44,520
So leveling up. 
Leveling up means spending XP to

518
00:29:44,520 --> 00:29:45,960
increase the level of an 
attribute. 

519
00:29:46,920 --> 00:29:48,280
Just like doing 
characterization. 

520
00:29:48,280 --> 00:29:50,640
They come down after short rest,
so you get stuff when you level 

521
00:29:50,640 --> 00:29:56,080
up the amount of XP spent we 
already talked about You can 

522
00:29:56,240 --> 00:30:01,160
improve the selected attribute 
by one I assume like if you 

523
00:30:01,600 --> 00:30:03,360
like. 
It's just telling you I I don't 

524
00:30:03,360 --> 00:30:05,480
think that's a little hard and 
fast for like if you have enough

525
00:30:05,480 --> 00:30:08,720
XP to increase the level by 
multiple times, I assume you 

526
00:30:08,720 --> 00:30:10,880
just wait. 
You can wait multiple short 

527
00:30:10,880 --> 00:30:13,320
rests, you can do whatever. 
But it says increase by one. 

528
00:30:13,840 --> 00:30:15,720
It says improve stats 
accordingly. 

529
00:30:15,960 --> 00:30:18,520
So your derived stats increase 
when your attributes increase 

530
00:30:18,920 --> 00:30:23,240
and then it says choose a new 
ability for the new slot which 

531
00:30:23,240 --> 00:30:26,160
must be the new type. 
So this was a weird word to me. 

532
00:30:26,400 --> 00:30:29,320
It's just it's slot is never 
used everywhere, anywhere else. 

533
00:30:29,320 --> 00:30:31,800
Again, I understand that it's 
just like you have this like 

534
00:30:32,360 --> 00:30:35,680
attribute point that has an 
ability assigned to it. 

535
00:30:35,840 --> 00:30:39,120
It's just a weird way to work 
that because then you go wait a 

536
00:30:39,120 --> 00:30:40,080
minute. 
Are there slots? 

537
00:30:41,160 --> 00:30:42,600
Wait, where are the ability 
slots? 

538
00:30:43,200 --> 00:30:45,480
Exactly. 
So it's just yeah, that could 

539
00:30:45,480 --> 00:30:48,600
just go away earning XP in luck.
I have thoughts. 

540
00:30:48,840 --> 00:30:52,840
Another PG no period, no space 
earning XP in luck. 

541
00:30:52,840 --> 00:30:55,720
You earn XP or luck when you 
have a critical failure or a 

542
00:30:55,720 --> 00:30:58,840
difficult success page. 
Look at page 33. 

543
00:30:59,120 --> 00:31:00,800
You demonstrate excellent role 
play. 

544
00:31:00,800 --> 00:31:03,240
We'll get back to that. 
You finish a difficult battle. 

545
00:31:03,240 --> 00:31:04,840
You reveal a secret about your 
character. 

546
00:31:05,080 --> 00:31:10,360
You complete a dungeon, mission 
area, or do anything else that 

547
00:31:10,360 --> 00:31:13,400
GM feels is worthy of award. 
Demonstrate excellent role play.

548
00:31:13,520 --> 00:31:15,320
I don't like it. 
I don't think it should be in 

549
00:31:15,320 --> 00:31:16,600
here. 
What are your thoughts? 

550
00:31:20,880 --> 00:31:28,160
I I don't know. 
It's like my, like on one hand 

551
00:31:28,160 --> 00:31:31,720
you're like oh, so people who 
are not great at role-playing 

552
00:31:33,600 --> 00:31:41,440
never get this. 
But yeah, I mean, I think that 

553
00:31:41,440 --> 00:31:43,720
my, my biggest point is if 
you're a bad role player like 

554
00:31:43,720 --> 00:31:45,840
which people are sometimes and 
they sit at my table and they're

555
00:31:45,840 --> 00:31:50,400
still fun to play with. 
So I guess maybe I would 

556
00:31:50,400 --> 00:31:53,320
probably take role play out and 
just put excellent play, you 

557
00:31:53,320 --> 00:31:56,880
know, and you can just define 
that however you want the table,

558
00:31:56,880 --> 00:32:00,240
if that's making a really funny 
joke or being really great in 

559
00:32:00,240 --> 00:32:02,200
role play or doing something 
really cool. 

560
00:32:02,680 --> 00:32:04,240
But yeah, I wouldn't limit it to
just because. 

561
00:32:04,240 --> 00:32:06,040
Yeah, I mean, some people are 
just not good role-playing. 

562
00:32:06,040 --> 00:32:10,440
I'm not great at role-playing. 
I just make quips, you know? 

563
00:32:10,440 --> 00:32:13,360
I make quips and I do little 
voices and they're bad. 

564
00:32:13,360 --> 00:32:17,240
My voices suck. 
Yeah. 

565
00:32:17,480 --> 00:32:19,240
I will say that. 
I do love the art piece on this 

566
00:32:19,240 --> 00:32:22,800
page and I like the stall on the
page before this because I kind 

567
00:32:22,800 --> 00:32:28,200
of like Twisted Skull and the 
last one has like one eye still 

568
00:32:28,200 --> 00:32:31,200
kind of looking at you. 
Very, very good and terrifying. 

569
00:32:31,880 --> 00:32:33,160
Yeah. 
And the bottom jaw is off. 

570
00:32:33,320 --> 00:32:37,120
I do want to point out we're 
going to have two more pages 

571
00:32:37,160 --> 00:32:39,360
with that third column on the 
side, completely empty. 

572
00:32:41,160 --> 00:32:43,480
Yeah, Demonstrate excellent role
play to me. 

573
00:32:43,480 --> 00:32:45,000
Like you said, it's built in 
punishment. 

574
00:32:45,000 --> 00:32:47,040
It's not a ward. 
It's not a reward. 

575
00:32:47,040 --> 00:32:53,600
Like it's because it can be. 
There's I listen, I prefer when 

576
00:32:53,600 --> 00:32:56,480
I play a game, people that are 
super invested and are in first 

577
00:32:56,480 --> 00:32:59,880
person to me that really helps 
me stay immersed. 

578
00:33:00,080 --> 00:33:03,360
But third person role play is 
also totally fine. 

579
00:33:03,360 --> 00:33:05,680
You don't have to have a voice. 
You don't have to be you. 

580
00:33:05,680 --> 00:33:07,520
You can see my character, this 
is my character is that. 

581
00:33:07,720 --> 00:33:11,200
But this kind of lends 
immediately to AGM to determine 

582
00:33:11,200 --> 00:33:15,360
what they think is good role 
play and if it's not how your 

583
00:33:15,360 --> 00:33:17,720
style again like you said you're
never going to get this. 

584
00:33:17,920 --> 00:33:22,200
So like you said, I think it's 
just like I think if you want 

585
00:33:22,200 --> 00:33:24,160
something like this because this
is another one of those times 

586
00:33:24,160 --> 00:33:27,120
where I'm like I get where 
you're going but you didn't 

587
00:33:27,120 --> 00:33:30,560
quite get there. 
I think it's it could just be 

588
00:33:30,560 --> 00:33:35,160
like you said, like if you have 
like a fun cool moment or like 

589
00:33:35,160 --> 00:33:38,120
you make the table like if you 
want this to be on there at all,

590
00:33:38,120 --> 00:33:40,000
which I don't think you 
necessarily need. 

591
00:33:41,160 --> 00:33:44,040
I think that's more the 
direction it should go as 

592
00:33:44,040 --> 00:33:47,280
opposed to like zeroing it in 
specifically on this like out of

593
00:33:47,280 --> 00:33:52,400
game thing. 
And I I think I had less of an 

594
00:33:52,400 --> 00:33:57,080
issue with this like, but if you
look at everything else, like 

595
00:33:57,360 --> 00:33:59,720
finish a difficult battle, 
everyone gets an experience 

596
00:33:59,720 --> 00:34:01,080
point, right? 
But what if you finish a 

597
00:34:01,080 --> 00:34:04,000
difficult battle and two people 
had really great role-playing in

598
00:34:04,000 --> 00:34:06,240
that battle, So they just get 2 
experience points? 

599
00:34:06,480 --> 00:34:09,600
And then your third dude is 
like, well, you weren't that 

600
00:34:09,600 --> 00:34:12,320
interesting of a role player, so
fuck you I guess, yeah. 

601
00:34:14,080 --> 00:34:16,960
That's what I'm saying is it 
feels like a built in to me. 

602
00:34:16,960 --> 00:34:19,880
It just feels like the 
opportunity to be a built in 

603
00:34:20,159 --> 00:34:24,960
punishment exceeds the ability 
for it to be a reward because of

604
00:34:24,960 --> 00:34:27,199
the differences. 
And I think, I think, I think 

605
00:34:27,199 --> 00:34:30,440
Torchbearer does something like 
this and it's it's not fun. 

606
00:34:32,520 --> 00:34:38,719
So again like I just I find it 
not not bad because I understand

607
00:34:39,639 --> 00:34:42,679
why because all like throughout 
the game they say there's a 

608
00:34:42,679 --> 00:34:45,280
bunch like like role play do the
thing. 

609
00:34:45,280 --> 00:34:47,320
That's why you have like 
background skills and stuff and 

610
00:34:47,320 --> 00:34:48,960
like you know, supposed to get 
out there. 

611
00:34:49,239 --> 00:34:54,719
But I I just find this to be 
unnecessary. 

612
00:34:56,600 --> 00:35:00,080
Next, we get into skills. 
Skill is something that anyone 

613
00:35:00,080 --> 00:35:02,320
can do, but you can do better 
because of your past is 

614
00:35:02,320 --> 00:35:05,000
basically what it is. 
They're vague. 

615
00:35:05,080 --> 00:35:08,320
They can sometimes overlap. 
The point of skills is to bring 

616
00:35:08,320 --> 00:35:11,120
creativity to the table in order
to help roles. 

617
00:35:11,120 --> 00:35:13,600
When a player thinks a skill 
might apply to a role, they 

618
00:35:13,600 --> 00:35:15,800
should be creative and present 
their case to the GM. 

619
00:35:17,200 --> 00:35:19,080
Even though figuring out which 
attribute discovered by the 

620
00:35:19,080 --> 00:35:22,480
skill can be a Gray area, they 
should still be related to the 

621
00:35:22,480 --> 00:35:24,000
character background, blah blah 
blah. 

622
00:35:24,000 --> 00:35:26,400
Pick up or make a character 
skill like character creation. 

623
00:35:26,400 --> 00:35:32,160
Then again, anytime an attribute
reaches 7, so this is this is a 

624
00:35:32,160 --> 00:35:33,880
personal thing for you. 
It could be anything you want. 

625
00:35:33,880 --> 00:35:36,480
It could be fucking pie making, 
you know what I mean? 

626
00:35:36,920 --> 00:35:38,040
Like it could be anything you 
want. 

627
00:35:38,200 --> 00:35:39,560
I don't mind this. 
I think it's fine. 

628
00:35:39,800 --> 00:35:42,440
No, I like for like background 
skill stuff. 

629
00:35:42,440 --> 00:35:45,680
I really do prefer where it's 
just like, yeah, well, like, 

630
00:35:45,880 --> 00:35:47,920
pick a background, you know, 
like I'm a big guy. 

631
00:35:47,920 --> 00:35:50,760
Like, I love a thief guy 
sometimes where I'm like, Oh 

632
00:35:50,760 --> 00:35:53,240
yeah, I went to a thief school, 
you know? 

633
00:35:53,240 --> 00:35:55,160
So it's like, OK, well, cool, 
Anytime you can reference. 

634
00:35:55,440 --> 00:35:57,840
Yeah, we learned climbing at my 
thief school. 

635
00:35:57,840 --> 00:35:59,800
We learned falling at my thief 
school. 

636
00:36:01,080 --> 00:36:02,960
You know, I like stuff like 
that. 

637
00:36:02,960 --> 00:36:05,920
When you can kind of obscure it 
and just like, you and the gym 

638
00:36:05,920 --> 00:36:08,160
can decide like, hey, does this 
really apply to that situation? 

639
00:36:08,160 --> 00:36:12,320
I like that. 
So go ahead. 

640
00:36:12,840 --> 00:36:14,960
No, no worries. 
I was gonna say the picking up 

641
00:36:14,960 --> 00:36:19,040
another one at attribute 7. 
I'm like, OK, what's the thing? 

642
00:36:19,400 --> 00:36:21,800
Yeah. 
Yeah, yeah, there's a whole, I 

643
00:36:21,800 --> 00:36:26,840
think, I think it's a later part
talking and not in the leveling 

644
00:36:26,840 --> 00:36:30,360
up section where it probably 
should be, but what like talking

645
00:36:30,360 --> 00:36:34,120
about like when you get to level
7 and stuff like that later you 

646
00:36:34,120 --> 00:36:35,840
get a bunch of stuff. 
So we'll we'll talk about that, 

647
00:36:35,840 --> 00:36:39,360
Yeah. 
So side note here it is highly 

648
00:36:39,360 --> 00:36:41,200
recommended to you skills as 
often as possible. 

649
00:36:41,800 --> 00:36:44,000
So again, this is my and this is
last. 

650
00:36:44,000 --> 00:36:45,480
This is probably not the last 
time I bring it up. 

651
00:36:45,760 --> 00:36:49,000
This is the third page now with 
the entire left column in 

652
00:36:49,000 --> 00:36:52,120
completely blank. 
There's one sentence that could 

653
00:36:52,120 --> 00:36:56,160
easily just fit any any anywhere
else on here. 

654
00:36:56,160 --> 00:36:58,480
It's just an unlike. 
This is why I'm like what is 

655
00:36:58,520 --> 00:37:00,760
like if it had a point. 
I get it right. 

656
00:37:00,760 --> 00:37:02,440
It just feels. 
Like and there are more if there

657
00:37:02,440 --> 00:37:05,560
are more meaningful margin notes
would bother you less is what 

658
00:37:05,560 --> 00:37:07,360
you're saying? 
Absolutely if it had like. 

659
00:37:07,560 --> 00:37:10,880
To me, the point of this layout 
is to have this column in order 

660
00:37:10,880 --> 00:37:14,160
to mark meaningful things into 
it, right? 

661
00:37:14,400 --> 00:37:16,960
And then they didn't utilize it 
like pretty much at all. 

662
00:37:17,280 --> 00:37:19,360
So that's why the layout I don't
mind. 

663
00:37:19,360 --> 00:37:23,880
I like this layout. 
I think that this layout, the 

664
00:37:23,880 --> 00:37:31,160
style is great, but if you look 
at something I'm not gonna give 

665
00:37:31,160 --> 00:37:34,640
examples that's escaping me 
where it is used more 

666
00:37:34,640 --> 00:37:36,720
effectively. 
Like these columns like die for 

667
00:37:36,720 --> 00:37:40,120
example has like a similar kind 
of like not a third, but like 

668
00:37:40,120 --> 00:37:43,640
those things are packed on the 
side with like information that 

669
00:37:43,640 --> 00:37:46,920
is nice to have but doesn't 
necessarily need to be in the 

670
00:37:46,920 --> 00:37:51,360
core text, you know. 
So how do you skills, if it 

671
00:37:51,360 --> 00:37:54,600
relates to your character's 
skills, mention it when rolling,

672
00:37:54,600 --> 00:37:56,080
Be creative. 
So it says. 

673
00:37:56,080 --> 00:38:00,080
For example, they might be adept
at lock picking because they had

674
00:38:00,080 --> 00:38:04,120
a shady past as a jewel thief. 
So mention that and then how 

675
00:38:04,120 --> 00:38:06,600
skills effects how skills affect
roles. 

676
00:38:06,920 --> 00:38:09,680
If the GM agrees so you can use 
the skill, you get what you get 

677
00:38:09,680 --> 00:38:13,600
plus 1D to the role. 
So on page one it tells you go 

678
00:38:13,600 --> 00:38:16,440
check the test on page 28. 
But we still don't even like at 

679
00:38:16,440 --> 00:38:21,120
no point unless you went to page
28 do we know that it's a dice 

680
00:38:21,120 --> 00:38:24,920
pool game. 
Yeah, that is something I even 

681
00:38:24,920 --> 00:38:28,040
though it does say go to page 
28, I wouldn't have minded like 

682
00:38:28,040 --> 00:38:31,720
what is this like a thing at the
beginning that says this is AD6 

683
00:38:31,720 --> 00:38:34,680
dice pool game, you know? 
Yeah, especially because I love 

684
00:38:34,680 --> 00:38:37,320
AD 6 dice pool game. 
So it's great. 

685
00:38:38,600 --> 00:38:42,160
Yeah. 
So you add 1D to the role, it's 

686
00:38:42,160 --> 00:38:44,520
a player critical failure or 
critical success. 

687
00:38:44,520 --> 00:38:48,480
They get to ignore the negative 
impact of those roles, such as a

688
00:38:48,480 --> 00:38:51,480
penalty, but still gain the 
positive impact such as XP and 

689
00:38:51,480 --> 00:38:54,960
luck. 
More on that on page 7, which 

690
00:38:54,960 --> 00:38:57,720
was the last page. 
So basically, like if you're 

691
00:38:57,720 --> 00:39:04,040
using your skills, you negate 
critical failure results. 

692
00:39:06,240 --> 00:39:09,440
Fine then once you use your 
skills, yeah. 

693
00:39:09,920 --> 00:39:12,200
I think that's fine. 
You're skilled at this. 

694
00:39:12,520 --> 00:39:15,880
You like, even if you don't 
necessarily pass this, you're 

695
00:39:15,880 --> 00:39:18,120
definitely not going to, like, 
run yourself into the ground 

696
00:39:18,120 --> 00:39:19,600
because you kind of know what 
you're doing. 

697
00:39:19,840 --> 00:39:22,240
Yeah, I think from a narrative 
point of view, you're like, that

698
00:39:22,280 --> 00:39:25,560
totally makes sense. 
I agree. 

699
00:39:26,600 --> 00:39:29,360
The next page it says here are 
some possible skills and their 

700
00:39:29,360 --> 00:39:31,280
associated attributes. 
I like this page. 

701
00:39:31,280 --> 00:39:34,080
I think this page is 
extraordinary, extraordinarily 

702
00:39:34,080 --> 00:39:37,200
necessary, or I would not have 
liked the previous page, but 

703
00:39:37,200 --> 00:39:42,360
it's it is 3 columns in, another
in in that font that I'm not a 

704
00:39:42,360 --> 00:39:45,320
huge fan of. 
And something that doesn't 

705
00:39:45,440 --> 00:39:48,440
bother me at all. 
Yeah, it's just so much 

706
00:39:48,440 --> 00:39:50,240
different than like the rest of 
the body font. 

707
00:39:50,240 --> 00:39:51,840
You know what I mean? 
Like, look at it in comparison, 

708
00:39:51,840 --> 00:39:58,400
like even the size, like it's 
just but so mind, body, spirit. 

709
00:39:58,400 --> 00:40:03,120
There's what, 123-456-7892, 
There's ten different ones for 

710
00:40:03,120 --> 00:40:05,000
for each, for mind, for body and
spirit. 

711
00:40:06,200 --> 00:40:08,760
And they're color-coded blue, 
red, and green. 

712
00:40:10,000 --> 00:40:11,640
It's a, it's a, it's a. 
It's a fine looking table. 

713
00:40:11,640 --> 00:40:14,640
It's a fine table. 
There's a, a blue, a blue note 

714
00:40:14,640 --> 00:40:16,160
bar on the bottom. 
It says player and GM are 

715
00:40:16,160 --> 00:40:18,440
encouraged to add to the list 
the GM as a final say in how it 

716
00:40:18,440 --> 00:40:21,440
works more kind of like editing 
things. 

717
00:40:21,440 --> 00:40:23,600
This isn't it picky, but there's
like there's no space after this

718
00:40:23,600 --> 00:40:26,400
period. 
There's time. 

719
00:40:30,280 --> 00:40:33,880
Oh yeah, so this suggestions 
regarding which attribute 

720
00:40:33,880 --> 00:40:36,080
relates to which skill, or just 
that, suggestions. 

721
00:40:36,400 --> 00:40:38,440
Skills with some homes fall 
under more than one attributes. 

722
00:40:38,440 --> 00:40:41,560
They don't take the list too 
strictly, blah blah blah blah. 

723
00:40:41,600 --> 00:40:45,760
This isn't on those ones where 
it's like like, I know we get 

724
00:40:45,760 --> 00:40:47,920
it. 
Like there was like beating your

725
00:40:47,920 --> 00:40:53,640
head over this, like do what you
want kind of thing didn't feel 

726
00:40:53,640 --> 00:40:56,200
necessary. 
So now then we get to perks, 

727
00:40:57,520 --> 00:41:03,400
which is what happens at 
different levels when you get 

728
00:41:03,400 --> 00:41:06,920
your attributes. 
So again, this is another just 

729
00:41:06,920 --> 00:41:12,640
unnecessary keyword and I don't 
understand why this whole 

730
00:41:14,560 --> 00:41:17,160
section isn't wasn't just in 
like the leveling up like it 

731
00:41:17,160 --> 00:41:18,960
should have been like the next 
page after leveling up. 

732
00:41:19,160 --> 00:41:21,520
I agree. 
Yeah, which should have been 

733
00:41:21,520 --> 00:41:24,560
called attribute increase. 
Yeah. 

734
00:41:26,840 --> 00:41:29,400
Oh, my note. 
Said yet another keyword in a 

735
00:41:29,400 --> 00:41:30,680
quote UN quote. 
Low crunch game. 

736
00:41:31,960 --> 00:41:34,560
Perks are automatic bonuses. 
A character gets it attributes 

737
00:41:34,560 --> 00:41:37,480
Level 3 and seven. 
So for mind, body, and spirit, 

738
00:41:37,480 --> 00:41:39,760
whenever you get those 
attributes up to three and then 

739
00:41:39,760 --> 00:41:45,560
seven, you get bonuses. 
When mine reaches 3, your mana 

740
00:41:45,560 --> 00:41:50,480
increases by two, so your mana 
is now mine plus 3 instead of 

741
00:41:50,480 --> 00:41:52,640
mine plus one. 
Cool. 

742
00:41:53,280 --> 00:41:54,960
Keep a note of that. 
Basically you just get 2 free 

743
00:41:54,960 --> 00:41:57,360
mana points at Level 3. 
Cool. 

744
00:41:57,360 --> 00:42:00,520
When body reaches 3, you improve
your melee attack damage by plus

745
00:42:00,520 --> 00:42:03,360
one. 
It's not added to, it's just 

746
00:42:03,360 --> 00:42:05,480
melee. 
No magic, no no, nothing. 

747
00:42:06,000 --> 00:42:08,560
May seem unfair at first glance,
but I remember that range 

748
00:42:08,560 --> 00:42:11,080
weapons of magic can hit from a 
distance. 

749
00:42:11,640 --> 00:42:15,560
I don't mind that note here, but
this is what I'm talking about. 

750
00:42:15,560 --> 00:42:17,000
You know where that note would 
have been much better? 

751
00:42:19,120 --> 00:42:21,560
In the left side column because 
it's not important to the text 

752
00:42:21,560 --> 00:42:23,840
whatsoever, but it's direction. 
You know what I mean? 

753
00:42:24,520 --> 00:42:27,320
Yeah, absolutely. 
That could easily be just off to

754
00:42:27,320 --> 00:42:30,280
the side because you don't need 
it. 

755
00:42:31,200 --> 00:42:35,000
Umm when spirit reaches Level 3,
luck is increased by two, so now

756
00:42:35,000 --> 00:42:38,440
your luck is now spirit plus 3 
instead of spirit plus one. 

757
00:42:39,160 --> 00:42:43,440
OK, so basically body gets plus 
one extra damage at Level 3, and

758
00:42:43,440 --> 00:42:49,000
your mana and spirit get +2 on 
top of the one that they got 

759
00:42:49,000 --> 00:42:53,080
already for total of three. 
And at level 7 perks, umm. 

760
00:42:54,560 --> 00:42:57,160
The level 7 perks are all the 
same. 

761
00:42:57,520 --> 00:43:01,040
When Mind, Body, or Spirit 
reaches level 7, characters gain

762
00:43:01,040 --> 00:43:03,800
a new skill. 
If a character survives long 

763
00:43:03,800 --> 00:43:06,160
enough to get all attributes to 
level 7, they'll have four 

764
00:43:06,160 --> 00:43:09,240
skills this first line. 
The level 7 perks are all the 

765
00:43:09,240 --> 00:43:11,400
same. 
It's just a nice just delete it,

766
00:43:12,800 --> 00:43:15,400
just delete it. 
That's. 

767
00:43:15,440 --> 00:43:19,840
I mean, that's it. 
Abilities. 

768
00:43:19,920 --> 00:43:24,360
OK, so so we're getting into 
abilities. 

769
00:43:25,280 --> 00:43:27,520
Abilities are characters, bread 
and butter. 

770
00:43:27,760 --> 00:43:30,040
They are the special things the 
characters can do, as well as 

771
00:43:30,040 --> 00:43:31,320
the best way to build your 
character. 

772
00:43:31,920 --> 00:43:34,120
Each of the three attributes has
its own set of abilities. 

773
00:43:34,240 --> 00:43:36,160
Here we go. 
So you get active and passive 

774
00:43:36,160 --> 00:43:48,620
abilities. 
Yeah, yeah, so active. 

775
00:43:48,620 --> 00:43:53,060
And passives. 
So there's also a note here on 

776
00:43:53,060 --> 00:43:55,300
the side. 
There are also miscellaneous 

777
00:43:55,300 --> 00:43:57,980
abilities and ultimate abilities
that are explained later. 

778
00:43:59,360 --> 00:44:01,040
Mm hmm. 
Mm hmm, everything I've said 

779
00:44:01,040 --> 00:44:02,080
already. 
There is my note there. 

780
00:44:02,120 --> 00:44:06,720
So active abilities require so 
supposedly require a successful 

781
00:44:06,720 --> 00:44:09,400
test. 
On a failed test, there's no no 

782
00:44:09,400 --> 00:44:12,400
cost is paid. 
OK, that's number one. 

783
00:44:12,400 --> 00:44:17,840
Number two requires the use of 1
action, OK, and three have a 

784
00:44:17,840 --> 00:44:21,120
cost required to them ranging 
from zero to four. 

785
00:44:21,880 --> 00:44:26,280
That is paid with mana or luck, 
depending on the ability. 

786
00:44:30,680 --> 00:44:32,120
OK, all right. 
Mana or luck? 

787
00:44:32,440 --> 00:44:33,760
All right. 
And then you have passive 

788
00:44:33,760 --> 00:44:36,040
abilities. 
There's four things. 

789
00:44:36,040 --> 00:44:38,880
Automatically succeed without a 
test unless the, unless the 

790
00:44:38,880 --> 00:44:41,800
stated otherwise do not require 
an action to use, have no cost, 

791
00:44:41,800 --> 00:44:44,320
and will have AP after the 
ability name. 

792
00:44:44,800 --> 00:44:46,680
Abilities are written in a way 
to communicate all this 

793
00:44:46,680 --> 00:44:49,960
information at a glance. 
And then there's like a a an 

794
00:44:49,960 --> 00:44:52,320
algebraic type equation with 
brackets and all this. 

795
00:44:52,440 --> 00:44:54,520
Bold this Please make this bold 
and bigger. 

796
00:44:56,360 --> 00:44:59,520
Ability name and then cost from 
zero to four if active or 

797
00:44:59,520 --> 00:45:02,320
passive. 
And then the effect of the 

798
00:45:02,320 --> 00:45:04,520
ability. 
It's listed out here and there's

799
00:45:04,520 --> 00:45:08,800
an optional rule listed here. 
Some gyms may allow an ability 

800
00:45:08,800 --> 00:45:10,440
swap. 
Sometimes a mission ahead could 

801
00:45:10,440 --> 00:45:12,320
benefit from trading out old and
new. 

802
00:45:12,800 --> 00:45:13,400
Fine. 
Whatever. 

803
00:45:13,600 --> 00:45:17,200
OK, great piece of art here. 
It's blue. 

804
00:45:18,160 --> 00:45:20,560
Yeah, it's blue. 
So we're going into mine stuff. 

805
00:45:20,920 --> 00:45:28,360
But it's a full page wizard boy 
with like a an energy thing in 

806
00:45:28,360 --> 00:45:30,760
its hand and he's like coming 
down to slam it. 

807
00:45:30,760 --> 00:45:31,920
It's great. 
It's a great piece. 

808
00:45:31,920 --> 00:45:32,520
Great. 
Piece. 

809
00:45:32,560 --> 00:45:34,720
Yeah, it is an amazing piece. 
I do love this piece a lot. 

810
00:45:35,720 --> 00:45:39,040
OK, so mind abilities. 
So there's sixteen of them. 

811
00:45:39,880 --> 00:45:41,480
OK, and we're going to read 
every single one. 

812
00:45:41,480 --> 00:45:42,280
Y'all. 
Gear up. 

813
00:45:42,720 --> 00:45:44,960
Every single one. 
If if a mind ability has a 

814
00:45:44,960 --> 00:45:48,880
listed cost, it uses mana. 
OK, so let's just talk about, 

815
00:45:49,760 --> 00:45:55,200
let's talk about a couple. 
So mana costs? 

816
00:45:55,320 --> 00:46:01,720
Do me a solid hunter. 
OK, all right, there are sixteen

817
00:46:01,720 --> 00:46:03,880
of these. 
How many different mana costs 

818
00:46:03,880 --> 00:46:06,440
are there on 16 abilities? 
2. 

819
00:46:06,960 --> 00:46:09,200
There's two mana costs, right? 
What are the mana costs? 

820
00:46:09,520 --> 00:46:14,640
It's one and X. 
OK, OK, so X is Fireball. 

821
00:46:14,880 --> 00:46:16,840
Right? 
Before rolling, the caster picks

822
00:46:17,400 --> 00:46:20,040
the amount of mana they want to 
spend, then throws an explosive 

823
00:46:20,040 --> 00:46:21,520
fireball. 
We'll get to the rest of the way

824
00:46:21,520 --> 00:46:24,800
in just a second. 
Yeah, so if you spend 5 minutes,

825
00:46:24,800 --> 00:46:34,040
huh, You get like, what? 
With X damage? 

826
00:46:34,040 --> 00:46:36,400
With X damage? 
So it's magic The Gathering 

827
00:46:36,400 --> 00:46:39,560
Fireball X damage, right? 
So if you spend 5, they get 5 

828
00:46:39,560 --> 00:46:42,320
damage, right? 
Everything else is 1 every. 

829
00:46:42,520 --> 00:46:46,560
Everything is 1. 15 abilities is
what so wide listed wide list 

830
00:46:46,560 --> 00:46:49,880
the cost at all. 
The yeah, my other thing is like

831
00:46:49,880 --> 00:46:54,160
I think up there it says this 
the cost range from zero to 4. 

832
00:46:56,800 --> 00:46:58,760
Where is the four? 
Is it in? 

833
00:46:58,840 --> 00:47:01,360
It might be. 
It's maybe. 

834
00:47:01,680 --> 00:47:03,960
No, bro, we talked about this. 
It's not get there though. 

835
00:47:04,040 --> 00:47:08,080
You said yeah. 
Oh, maybe it's saying that for 

836
00:47:08,080 --> 00:47:10,680
the X, the highest it could be 
is 4. 

837
00:47:10,760 --> 00:47:13,040
With that, it's. 
Just that's not. 

838
00:47:13,120 --> 00:47:15,520
I mean, you're being very 
generous because that's not what

839
00:47:15,520 --> 00:47:17,120
it says. 
It says the ability cost. 

840
00:47:17,120 --> 00:47:19,480
No, sorry. 
Maybe that's what I was trying 

841
00:47:19,480 --> 00:47:24,240
to say. 
Ranging from zero to four and 

842
00:47:24,240 --> 00:47:29,120
every single ability cost is 1. 
Is that a mistake? 

843
00:47:29,320 --> 00:47:31,200
It has to be. 
It fucking has to be it. 

844
00:47:31,200 --> 00:47:34,000
Has to be a mistake, right? 
We talked because we talked. 

845
00:47:34,040 --> 00:47:36,760
About this. 
Because it's in percolating my 

846
00:47:36,760 --> 00:47:38,120
mind. 
I'm like, there's no way this is

847
00:47:38,240 --> 00:47:39,680
right, you know? 
No. 

848
00:47:39,960 --> 00:47:41,600
It can't. 
What's the point of having 

849
00:47:41,960 --> 00:47:44,680
ability cost saying they range 
from zero to four and making 

850
00:47:44,760 --> 00:47:49,800
every single one of them one? 
Yeah, resurrects cost one, yeah.

851
00:47:50,560 --> 00:47:54,560
And also barrier cost one, Yeah,
I mean obviously. 

852
00:47:54,600 --> 00:47:55,440
Light. 
Yeah. 

853
00:47:55,440 --> 00:47:58,040
Creating a 30 foot diameter of 
light is the same as 

854
00:47:58,080 --> 00:47:59,640
resurrecting a player. 
It's the same cost. 

855
00:47:59,640 --> 00:48:01,880
It has to be a mistake. 
It literally says it ranges from

856
00:48:01,880 --> 00:48:03,880
zero to four and then lists 
everyone at 1:00. 

857
00:48:04,440 --> 00:48:07,040
Yeah. 
But yeah, barrier, control, 

858
00:48:07,040 --> 00:48:10,160
light and begin. 
It's it's mind magic that's what

859
00:48:10,160 --> 00:48:12,120
you get. 
So but here's the other issue. 

860
00:48:12,120 --> 00:48:15,960
We'll get through this. 
So bend the elements. 

861
00:48:15,960 --> 00:48:19,880
Caster creates a malleable shape
of up to level times 10 square 

862
00:48:19,880 --> 00:48:23,360
feet of volume. 
Oh yeah, that's the other thing.

863
00:48:23,960 --> 00:48:27,040
When we haven't gotten to ranges
yet, have we? 

864
00:48:27,040 --> 00:48:27,800
So. 
Yeah, no. 

865
00:48:27,800 --> 00:48:30,080
Should we jump to range real 
quick to explain this or wait 

866
00:48:30,080 --> 00:48:31,440
till later then come back to 
this? 

867
00:48:31,440 --> 00:48:32,840
Because one or the other, we 
have to do both. 

868
00:48:34,040 --> 00:48:37,560
I say we just keep going through
linear in a linear nature, but 

869
00:48:37,560 --> 00:48:40,000
everyone who's listening, if you
are listening, remember that it 

870
00:48:40,000 --> 00:48:43,760
says 30 feet in here and it 
gives like I think 10 feet as 

871
00:48:43,760 --> 00:48:47,640
well as a form distance. 
Level times 10 square feet. 

872
00:48:49,160 --> 00:48:52,680
The effect of the globe goes for
a 30 feet in big, and the target

873
00:48:52,680 --> 00:48:59,080
gets a 1D3 body for level rounds
and grows exactly 20% larger. 

874
00:49:00,560 --> 00:49:03,640
Mm hmm, Fireball. 
Anyone within 15 feet? 

875
00:49:04,440 --> 00:49:06,080
Let's just go. 
Let's just do range now 'cause 

876
00:49:06,080 --> 00:49:08,240
it doesn't really matter. 
OK, let's just do Range now. 

877
00:49:09,040 --> 00:49:16,320
Yeah, so we're gonna go down to 
to range. 

878
00:49:18,240 --> 00:49:20,320
It's somewhere down here. 
I don't remember where it is. 

879
00:49:23,840 --> 00:49:26,920
Was it above using an ability 
above attack? 

880
00:49:27,640 --> 00:49:29,920
It is, yeah. 
It's in combat. 

881
00:49:29,920 --> 00:49:31,160
Yeah. 
Yeah, yeah, yeah. 

882
00:49:31,640 --> 00:49:35,640
It's on page 37. 
OK, so for for distances it's 

883
00:49:35,640 --> 00:49:38,680
just move right? 
This is your movement in combat.

884
00:49:40,480 --> 00:49:47,040
OK, so short distance is within 
melee range. 

885
00:49:47,040 --> 00:49:48,880
OK, so they're short, medium, 
long and very long. 

886
00:49:48,880 --> 00:49:51,080
OK, short distances within melee
range. 

887
00:49:51,360 --> 00:49:55,400
Hunter What is medium distance? 
Oh, it's one move action. 

888
00:49:56,040 --> 00:49:59,840
One move away, what's long? 
It's two moves away. 

889
00:50:00,280 --> 00:50:03,880
How about very long? 
It's more than two moves away. 

890
00:50:04,320 --> 00:50:08,280
How long is a move? 
It's it's medium distance. 

891
00:50:09,720 --> 00:50:12,840
And how long is medium distance?
It's it's one move away. 

892
00:50:13,960 --> 00:50:16,600
I think. 
Like this is where you really 

893
00:50:16,600 --> 00:50:20,080
benefit from like medium range 
that's that's the across an 

894
00:50:20,080 --> 00:50:23,520
average size room you know. 
Anything. 

895
00:50:23,920 --> 00:50:26,600
So it it says there is this 
little blurb on the bottom. 

896
00:50:26,600 --> 00:50:28,760
It says these distances are 
meant to to answer simple 

897
00:50:28,760 --> 00:50:30,080
questions. 
Am I close enough to stab? 

898
00:50:30,360 --> 00:50:32,880
For example, if something is 
long range, taking a move action

899
00:50:32,880 --> 00:50:34,600
to move towards it puts it into 
medium range. 

900
00:50:34,760 --> 00:50:36,400
We get it. 
It's range bands emanating from 

901
00:50:36,400 --> 00:50:39,080
you Totally makes sense. 
Like I I love range bands. 

902
00:50:39,080 --> 00:50:41,680
I'm a fucking range guy. 
I hate feet, right? 

903
00:50:41,880 --> 00:50:44,560
But here's the thing. 
This is how all all of the all 

904
00:50:44,560 --> 00:50:48,880
of it works in the game. 
It says TLDRPG defines distances

905
00:50:48,880 --> 00:50:51,880
as ranges, right? 
Except when? 

906
00:50:52,840 --> 00:50:56,240
Yeah, range weapons and range 
magic attacks maybe use it. 

907
00:50:56,240 --> 00:50:59,840
Ranges at the GM deems 
reasonable, blah blah blah. 

908
00:50:59,840 --> 00:51:05,120
OK, so it literally says quote 
distances as ranges, so we're 

909
00:51:05,120 --> 00:51:10,040
going to hop on back to. 
Seven or not 17, sorry, like 12 

910
00:51:10,040 --> 00:51:10,960
or something. 
I swap that. 

911
00:51:10,960 --> 00:51:14,040
Abilities it is. 
It is well hyperlinked, so it is

912
00:51:14,080 --> 00:51:15,200
incredibly. 
Well hyperlinked. 

913
00:51:15,400 --> 00:51:17,800
Yeah. 
So 10 feet, what is that? 

914
00:51:17,920 --> 00:51:19,160
30 feet? 
What is that? 

915
00:51:19,400 --> 00:51:20,880
We don't need to be over a dead 
horse. 

916
00:51:21,080 --> 00:51:25,640
There's an incongruous Ness 
between the use of feet multiple

917
00:51:25,640 --> 00:51:28,880
times about this book and then 
the use of ranges later in the 

918
00:51:28,880 --> 00:51:29,920
book. 
This is what we're talking about

919
00:51:29,920 --> 00:51:31,920
again, where there's like this 
inelegance of like, we see the 

920
00:51:31,920 --> 00:51:34,800
vision, but it didn't like it 
there because I think both were 

921
00:51:34,800 --> 00:51:38,120
on the mind and they just, like,
forgot to get rid of one. 

922
00:51:38,120 --> 00:51:41,200
Most likely they went with feet,
'cause it's very classic BX, you

923
00:51:41,200 --> 00:51:44,720
know, whatever, it's D&D. 
And then they're like, let's 

924
00:51:44,720 --> 00:51:47,120
simplify it with going with 
ranges and then never just 

925
00:51:47,120 --> 00:51:50,520
switch these alter ranges. 
Yeah, so that's that's what it's

926
00:51:50,520 --> 00:51:53,760
got to be, anyway. 
So that's that. 

927
00:51:54,440 --> 00:51:56,360
Another great piece of art. 
Another. 

928
00:51:56,400 --> 00:51:59,800
Great piece of art. 
Mm hmm. 

929
00:51:59,800 --> 00:52:02,440
And then another great piece of 
art, and this one's red. 

930
00:52:02,720 --> 00:52:07,040
Yeah, this is a very it's like a
demonic night with like a Mace 

931
00:52:07,040 --> 00:52:11,640
in this badass, like skulls 
hanging off the bottom of the of

932
00:52:11,640 --> 00:52:14,480
this like, long. 
I don't know what it is. 

933
00:52:14,480 --> 00:52:18,040
Bladed weird axe thing. 
It's gorgeous. 

934
00:52:18,040 --> 00:52:21,920
It's a great piece of art. 
Body abilities, OK, we're going 

935
00:52:21,920 --> 00:52:23,280
to start cruising through some 
of this stuff. 

936
00:52:23,280 --> 00:52:26,480
So the body abilities all lists 
either P or 0. 

937
00:52:26,480 --> 00:52:30,760
After them there are probably 
16, So P is passive, 0 is 

938
00:52:30,760 --> 00:52:34,560
active, but it even says in the 
thing that there are no that 

939
00:52:34,960 --> 00:52:38,120
it's only spent on mind and 
spirit. 

940
00:52:38,120 --> 00:52:39,360
It never says anything my body. 
So. 

941
00:52:39,520 --> 00:52:43,000
So why is it a cost listed at 
all right? 

942
00:52:43,560 --> 00:52:47,520
And how are they used? 
Like do I These are just I get 

943
00:52:47,520 --> 00:52:49,320
to do these every time. 
Yeah. 

944
00:52:49,320 --> 00:52:51,880
I guess it's like, so, yeah, you
could do SHIELD Dash every turn 

945
00:52:52,120 --> 00:52:55,000
like, yeah, if you wanted to. 
I mean, it costs nothing, so 

946
00:52:55,000 --> 00:52:56,680
yeah. 
Yeah, it costs. 

947
00:52:56,680 --> 00:52:59,240
So all of all of the melee 
stuff, just like costs nothing. 

948
00:52:59,240 --> 00:53:03,960
I mean dual wield. 
So The thing is like it's I mean

949
00:53:04,880 --> 00:53:08,320
it's active because you have to 
roll but the ability itself is 

950
00:53:08,320 --> 00:53:09,520
not. 
It should be passive but 

951
00:53:09,520 --> 00:53:12,200
whatever. 
So basically yeah it's all the 

952
00:53:12,200 --> 00:53:16,560
so backstab, battle cry, blood 
loss, dual wield like gash, you 

953
00:53:16,560 --> 00:53:19,760
attack a target to do one damage
and cause bleed. 

954
00:53:20,040 --> 00:53:23,880
We'll get to bleed but like I 
just don't understand. 

955
00:53:25,680 --> 00:53:28,560
Like I think if if they don't 
cost anything, there needs to be

956
00:53:28,560 --> 00:53:31,560
an explanation of like how you 
can use it then. 

957
00:53:31,560 --> 00:53:34,120
And also don't list a cost of 0 
because it's just confusing 

958
00:53:34,120 --> 00:53:36,600
people. 
Unnecessary. 

959
00:53:36,600 --> 00:53:39,440
Yeah. 
And then and then like there's a

960
00:53:39,440 --> 00:53:40,880
werewolf piece. 
Great piece. 

961
00:53:44,480 --> 00:53:49,240
Which is such a strong art 
piece. 01 of my favorite in the 

962
00:53:49,240 --> 00:53:52,000
entire game. 
Weird double daggered guy with 

963
00:53:52,000 --> 00:53:55,160
his like mask has like blood 
spatter on and he's hood up. 

964
00:53:55,160 --> 00:54:00,640
Very much like a very cool 
assassin rogue, dude, you know? 

965
00:54:01,320 --> 00:54:04,600
And the glow on the daggers is. 
Yeah, the glow on decks, yeah. 

966
00:54:05,320 --> 00:54:06,800
All right, so talk. 
So tell me about Spirit 

967
00:54:06,800 --> 00:54:13,400
abilities. 
They all cost one except the 

968
00:54:13,400 --> 00:54:16,000
ones that are passive. 
I mean, yeah, they yeah. 

969
00:54:16,000 --> 00:54:18,960
And they use luck so like. 
Yeah, so luck. 

970
00:54:21,680 --> 00:54:25,360
So, so luck. 
So man, that comes back on. 

971
00:54:26,160 --> 00:54:30,360
The rest? 
OK, but luck. 

972
00:54:31,000 --> 00:54:36,720
You have to either crit fail or 
is it crit succeed? 

973
00:54:36,720 --> 00:54:39,520
It was one of those two. 
Well, I got to go back. 

974
00:54:39,520 --> 00:54:41,560
I don't remember, honestly. 
Yeah, yeah. 

975
00:54:43,120 --> 00:54:47,560
Yeah, So inherently it is 
incredibly hard to get luck 

976
00:54:47,560 --> 00:54:48,640
back. 
Or maybe I can probably, but 

977
00:54:48,640 --> 00:54:51,120
it's much, much harder to get 
luck back. 

978
00:54:53,040 --> 00:54:56,400
So hey man, listen, if you're 
building a, you're building a 

979
00:54:56,400 --> 00:54:59,440
spirit based character. 
Good fucking luck. 

980
00:55:01,160 --> 00:55:05,640
Patch and but again so one thing
you said every one of these 

981
00:55:05,640 --> 00:55:09,320
abilities that isn't a peeve or 
passive is just again listed as 

982
00:55:09,320 --> 00:55:12,280
just one. 
But why? 

983
00:55:13,480 --> 00:55:18,720
Why make luck something that 
only comes back sometimes like 

984
00:55:18,720 --> 00:55:20,160
versus everything else. 
It makes no sense. 

985
00:55:21,720 --> 00:55:23,920
Like there's no there's no 
rationale I can think of because

986
00:55:23,920 --> 00:55:27,000
it's not like here's The thing 
is like it would make more sense

987
00:55:27,320 --> 00:55:31,160
for mana to be something that 
you that like it's harder to get

988
00:55:31,160 --> 00:55:34,160
back because it's like magic and
shit and not everyone has to be 

989
00:55:34,160 --> 00:55:37,440
magic or something. 
But like even having luck as 

990
00:55:37,440 --> 00:55:41,600
like the derived thing from 
spirit to me is just weird 

991
00:55:41,760 --> 00:55:44,640
because first of all spirit is 
your dexterity and finesse and 

992
00:55:44,640 --> 00:55:46,960
then you add luck to it. 
I can see agility and luck and 

993
00:55:46,960 --> 00:55:48,440
stuff like that. 
But like, why would it? 

994
00:55:48,600 --> 00:55:51,080
Why would it not come back? 
Because like you're saying, like

995
00:55:51,080 --> 00:55:53,360
if I want to make a thief 
character that uses a bunch of 

996
00:55:53,360 --> 00:55:55,640
these, like thief finesse, if 
you if you want to build a 

997
00:55:55,640 --> 00:55:58,000
finesse build, you're fucked. 
You can't use any of these 

998
00:55:58,000 --> 00:56:00,640
abilities. 
Yeah, I mean, if you do use 

999
00:56:00,640 --> 00:56:02,440
them, you're going to lose a 
point and it's going to take you

1000
00:56:02,440 --> 00:56:04,760
a while to get it back because 
you have to either crit fail or 

1001
00:56:04,760 --> 00:56:10,600
crit succeed. 
Yeah, Which I guess I'm the dice

1002
00:56:10,600 --> 00:56:12,840
mechanic for this. 
Crit failing is rolling. 

1003
00:56:13,240 --> 00:56:17,880
It's rolling double S, isn't it?
Yeah, kind of. 

1004
00:56:17,880 --> 00:56:20,320
But there's like targeted dice 
in it too. 

1005
00:56:20,400 --> 00:56:22,240
Yeah, it's a whole. 
Yeah, maybe it's maybe. 

1006
00:56:22,240 --> 00:56:24,040
I did not do math for this one. 
I'm sorry. 

1007
00:56:24,040 --> 00:56:28,000
I've almost thing but maybe it's
more statistically significant 

1008
00:56:28,000 --> 00:56:30,600
for to quit, fail or quit to see
in this system than this in like

1009
00:56:30,600 --> 00:56:35,520
AD 20 based system. 
I think it's like we'll we'll 

1010
00:56:35,520 --> 00:56:36,640
get there. 
They actually have the math in 

1011
00:56:36,640 --> 00:56:38,400
here, which is nice. 
They do have some math in here. 

1012
00:56:38,400 --> 00:56:40,240
They have a little table math. 
And I'm like, yeah, good for 

1013
00:56:40,240 --> 00:56:41,120
you. 
Put that shit in here. 

1014
00:56:41,120 --> 00:56:43,760
I love that. 
Yeah, it's nice. 

1015
00:56:43,880 --> 00:56:46,960
But what I'm saying is like, but
they're even then there's no 

1016
00:56:46,960 --> 00:56:53,200
rationale to punish all agility 
based players and have their 

1017
00:56:53,200 --> 00:56:57,760
derived staff be the only thing 
that doesn't come back because 

1018
00:56:57,760 --> 00:57:00,440
like because again luck isn't in
a lot of games. 

1019
00:57:00,440 --> 00:57:02,160
Luck is like a re roll or 
something. 

1020
00:57:02,680 --> 00:57:05,720
Luck is just the derived staff 
that you used to spend spirit 

1021
00:57:05,720 --> 00:57:07,640
abilities. 
Like there's nothing that like 

1022
00:57:07,640 --> 00:57:09,800
makes it special compared to the
other ones at all. 

1023
00:57:10,160 --> 00:57:16,120
So it makes no sense, but like 
Blessing, bullseye, etcetera, 

1024
00:57:16,120 --> 00:57:18,200
etcetera. 
Like, you know, Second Chance, 

1025
00:57:18,200 --> 00:57:20,360
it's it's it's your, it's your 
sneaky guy. 

1026
00:57:20,680 --> 00:57:23,320
Like, yeah, there's a couple of 
mice. 

1027
00:57:23,320 --> 00:57:26,360
There's a cool skull boy. 
Then we get some miscellaneous 

1028
00:57:26,360 --> 00:57:31,040
abilities. 
I mean, OK, you can put into an 

1029
00:57:31,040 --> 00:57:32,840
ability slot regardless of 
attribute. 

1030
00:57:32,840 --> 00:57:34,320
OK. 
So some are similar. 

1031
00:57:34,320 --> 00:57:38,160
So you get blood packed. 
Coward, Hearthmaker, Holy Mite 

1032
00:57:38,160 --> 00:57:40,680
and Hustler. 
Oh, oh, there's more. 

1033
00:57:40,680 --> 00:57:45,520
There's 10. 
Most of them are 0 or P and one 

1034
00:57:45,520 --> 00:57:50,480
cost one, which is lowering or 
raising a dice ability. 

1035
00:57:50,480 --> 00:57:53,880
It's these random miscellaneous 
things like Coward. 

1036
00:57:53,880 --> 00:57:56,680
Once per round the character may
attack a fling foe within range,

1037
00:57:56,680 --> 00:57:59,560
but they have to yell coward. 
Like it's just it's just random 

1038
00:57:59,560 --> 00:58:01,880
ones that don't fit anywhere 
that are like maybe slightly 

1039
00:58:01,880 --> 00:58:04,120
more powerful. 
And that's your miscellaneous 

1040
00:58:04,120 --> 00:58:06,000
abilities. 
And that doesn't even count your

1041
00:58:06,000 --> 00:58:07,800
ultimate abilities. 
Yeah. 

1042
00:58:08,760 --> 00:58:12,760
Born winner concentrate gambling
or gamblers luck. 

1043
00:58:12,760 --> 00:58:15,560
So there's only three of them. 
If the character has an ability 

1044
00:58:15,560 --> 00:58:20,200
granting plus 1D and they decide
not to use it, they gain 1 luck 

1045
00:58:20,400 --> 00:58:23,920
and one XP. 
If they succeed again they make 

1046
00:58:23,920 --> 00:58:27,040
luck in XP. 
I feel like they wanted luck to 

1047
00:58:27,040 --> 00:58:29,400
be something that was that it 
just isn't and this is just a 

1048
00:58:29,400 --> 00:58:32,400
derived spirit abilities. 
But in other games I get why you

1049
00:58:32,400 --> 00:58:35,080
would get XP and luck, you get 
another re rollback or something

1050
00:58:35,080 --> 00:58:38,040
like that. 
It's just it feels like, and 

1051
00:58:38,040 --> 00:58:41,200
anyway you can only you. 
Ultimate attributes may only be 

1052
00:58:41,200 --> 00:58:43,840
put into level 7 slots or 
attributes or whatever. 

1053
00:58:43,920 --> 00:58:47,960
That's it. 
OK, 28 pages in. 

1054
00:58:47,960 --> 00:58:49,360
Now we learn how to play the 
game. 

1055
00:58:51,080 --> 00:58:54,800
Yeah, so that was a lot in the 
character section. 

1056
00:58:54,920 --> 00:58:57,400
The rest of it isn't nearly as 
much, so we'll cruise that. 

1057
00:58:58,560 --> 00:59:02,400
So it's a nice pull system. 
When performing a test, you get 

1058
00:59:02,400 --> 00:59:05,040
a number of D6 is equal to the 
character's relevant ability. 

1059
00:59:06,800 --> 00:59:10,120
So if you are doing a mind test 
and you have a mind of three 

1060
00:59:10,600 --> 00:59:13,840
Level 3, you get 3 die plus 
whatever you get. 

1061
00:59:15,000 --> 00:59:17,040
If they get at least 1-6, they 
succeed. 

1062
00:59:17,040 --> 00:59:20,640
Usually only one six is needed, 
and there are cases GMA decide 

1063
00:59:20,640 --> 00:59:23,080
that you need to. 
So dice pool. 

1064
00:59:23,240 --> 00:59:24,840
You have to have at least 1/6 
for a success. 

1065
00:59:24,920 --> 00:59:27,360
That's the game. 
If multiple things are altering 

1066
00:59:27,360 --> 00:59:29,400
the number of dice in the dice 
pool, the effects are 

1067
00:59:29,400 --> 00:59:31,760
cumulative. 
Good place for that on the side,

1068
00:59:31,840 --> 00:59:33,520
actually. 
That's the appropriate use for 

1069
00:59:33,840 --> 00:59:35,320
that. 
A large pool of dice gives you a

1070
00:59:35,320 --> 00:59:37,840
better chance. 
Obviously you also have your 

1071
00:59:37,840 --> 00:59:40,800
abilities, skills and other 
players helping you. 

1072
00:59:41,360 --> 00:59:43,120
Adding to dice pool. 
It's a dice pool right? 

1073
00:59:43,680 --> 00:59:45,600
The most important rule just 
have fun. 

1074
00:59:46,160 --> 00:59:50,800
If something works at your table
but isn't 100% by the book, 

1075
00:59:50,800 --> 00:59:52,320
that's fine. 
Two issues with it. 

1076
00:59:52,320 --> 00:59:58,800
If it's the most important rule 
wise on page 29 and 2nd like 

1077
00:59:58,800 --> 01:00:00,760
this is like the fourth time you
said like just make it your own.

1078
01:00:00,760 --> 01:00:02,320
Like we get it. 
That's that's what indie games 

1079
01:00:02,320 --> 01:00:04,320
are like. 
We get it like at. 

1080
01:00:05,000 --> 01:00:07,840
But then on top of the core 
mechanic, you have the dice 

1081
01:00:07,840 --> 01:00:10,280
bump, right? 
It's a very lethal game. 

1082
01:00:10,280 --> 01:00:12,280
Particularly in the beginning, 
it's recommended that players 

1083
01:00:12,280 --> 01:00:14,600
use every means at their 
disposable to add extra dice. 

1084
01:00:16,320 --> 01:00:19,880
So to do a dice bump, simply 
spend one mana or one luck to 

1085
01:00:19,880 --> 01:00:24,480
gain an extra dice on a test. 
And then there's rules for that,

1086
01:00:24,480 --> 01:00:26,400
like it has you have to say it 
before the roll. 

1087
01:00:27,200 --> 01:00:29,040
You can only bump your own 
character. 

1088
01:00:29,800 --> 01:00:34,520
You can spend as much as you 
want on mana or luck, and it 

1089
01:00:34,520 --> 01:00:36,240
does not take a special ability 
to use it. 

1090
01:00:36,280 --> 01:00:39,640
Great players always roll at 
least one die during a test, 

1091
01:00:39,640 --> 01:00:42,480
even if the character's 
attribute is 0, or some other 

1092
01:00:42,480 --> 01:00:45,000
rule effect would require the 
dice to use that. 

1093
01:00:45,200 --> 01:00:47,720
I don't understand why this is a
blue box way down here, and this

1094
01:00:47,720 --> 01:00:51,440
isn't attached to the actual 
definition of what the test is 

1095
01:00:52,920 --> 01:00:54,840
because it's literally. 
Part of the one start up with at

1096
01:00:54,840 --> 01:00:58,920
least one in each attribute. 
Yeah, OK. 

1097
01:00:59,480 --> 01:01:00,680
Yeah. 
So you always have that. 

1098
01:01:00,800 --> 01:01:03,440
But if for whatever reason it's 
0. 

1099
01:01:03,640 --> 01:01:05,920
But what I'm saying is like 
that's a core part of the dice 

1100
01:01:05,920 --> 01:01:08,920
mechanic and we're like 2 pages 
away from like the test put them

1101
01:01:08,920 --> 01:01:11,280
back up there. 
And again, why are we having? 

1102
01:01:11,280 --> 01:01:14,200
What is the point of the blue 
bar on the side here when you 

1103
01:01:14,200 --> 01:01:16,880
have 1/3 of a column on the left
that's completely empty? 

1104
01:01:16,880 --> 01:01:20,480
I'm. 
Saying I too. 

1105
01:01:22,200 --> 01:01:24,840
Players almost always roll for 
tests, except when they don't, 

1106
01:01:24,840 --> 01:01:26,800
and it doesn't make sense as a 
core mechanic. 

1107
01:01:26,800 --> 01:01:28,360
It's basically it's a it's 
player facing rules. 

1108
01:01:29,160 --> 01:01:31,440
For example, MPC might have an 
ability that grants. 

1109
01:01:31,440 --> 01:01:34,800
So this is this is interesting. 
MPC might have an ability that 

1110
01:01:34,800 --> 01:01:40,280
grants plus 1D to its attacks. 
Since the defending PC is 1 

1111
01:01:40,280 --> 01:01:43,880
rolling to determine the 
outcome, they roll 1 less die to

1112
01:01:43,880 --> 01:01:49,040
reflect the MPC ability. 
So the bad guy will have plus 

1113
01:01:49,040 --> 01:01:51,840
1D. 
You actually just do -1 D to 

1114
01:01:51,840 --> 01:01:53,680
defend. 
Yeah, I would not put it as plus

1115
01:01:53,680 --> 01:01:55,920
1D. 
Then I'd probably put it as like

1116
01:01:55,920 --> 01:01:59,840
the bad guy has -1 D and you 
take away one die when you roll.

1117
01:02:00,360 --> 01:02:02,640
Exactly. 
Because plus is plus and minus 

1118
01:02:02,640 --> 01:02:04,240
is minus. 
And while I totally understand 

1119
01:02:04,240 --> 01:02:07,440
what it's saying, there's 
already so like several moving 

1120
01:02:07,440 --> 01:02:10,360
parts in here. 
And I wouldn't like there's 

1121
01:02:10,360 --> 01:02:15,800
that, that I said you had 10 
rules for writing games, you 

1122
01:02:15,800 --> 01:02:19,080
know, And one of them is like 
call a thing a thing, you know, 

1123
01:02:19,080 --> 01:02:21,360
call it what it is. 
You know, that's what I'm 

1124
01:02:21,360 --> 01:02:22,880
saying. 
With the attribute level is like

1125
01:02:22,880 --> 01:02:24,800
the attribute thing, it's just 
you're increasing Attribute is 

1126
01:02:24,800 --> 01:02:26,160
called actually increase. 
There's no reason to have 

1127
01:02:26,160 --> 01:02:27,960
levels. 
Like slinkers, 10 rules for 

1128
01:02:27,960 --> 01:02:30,880
writing, 10 rules for writing 
rules, yeah. 

1129
01:02:31,480 --> 01:02:35,640
Yeah, but but yeah, so like, why
would it say like plus 1D to 

1130
01:02:35,640 --> 01:02:39,040
their attack? 
It should just say this attack, 

1131
01:02:39,040 --> 01:02:41,880
subtract 1D from your defense. 
Like there's no reason to have 

1132
01:02:41,880 --> 01:02:43,640
it be like a thing that you have
to remember to be a thing. 

1133
01:02:44,600 --> 01:02:47,160
Yeah, it's counter intuitive is 
what I wrote. 

1134
01:02:47,160 --> 01:02:50,120
So a word about failure. 
While it's true at least 1-6 is 

1135
01:02:50,120 --> 01:02:53,200
needed for an action to succeed,
there's some area for GM 

1136
01:02:53,200 --> 01:02:54,600
discretion. 
For example, if a character is 

1137
01:02:54,600 --> 01:02:56,880
jumping over deep chasm, a 
failed role doesn't has 

1138
01:02:57,040 --> 01:02:58,520
necessarily mean they fall to 
the death. 

1139
01:02:58,760 --> 01:03:00,480
Maybe they make the jump but 
twist their ankle. 

1140
01:03:00,480 --> 01:03:05,320
OK, so like make success, but 
not in the mechanics. 

1141
01:03:05,400 --> 01:03:06,840
You're supposed to narratively 
decide it. 

1142
01:03:06,840 --> 01:03:09,520
Come on like if you if that's 
what you want then just say like

1143
01:03:09,520 --> 01:03:11,000
on A5 you on A. 
Five. 

1144
01:03:11,000 --> 01:03:13,320
I told you that was immediately.
What I thought when I read this 

1145
01:03:13,320 --> 01:03:15,800
was like, give them a five. 
Option 5 is a mixed success. 

1146
01:03:16,080 --> 01:03:18,160
Oh, the highest role is A5. 
Cool. 

1147
01:03:18,160 --> 01:03:22,360
Then, yeah, success with a 
little bit of, yeah. 

1148
01:03:22,600 --> 01:03:25,840
Yeah, you shouldn't have like 
this is a little note, but like 

1149
01:03:25,840 --> 01:03:29,160
just put it in your game then 
like if that's what you want to 

1150
01:03:29,160 --> 01:03:31,560
happen then just make it happen.
You have a lot of room on this 

1151
01:03:31,560 --> 01:03:35,200
page. 
No need to roll. 

1152
01:03:35,200 --> 01:03:36,840
There's dice math here which is 
really nice. 

1153
01:03:36,840 --> 01:03:40,560
It's the number of dice listed 
in the percentage to hit a six. 

1154
01:03:40,560 --> 01:03:43,720
So if you roll one die, you only
have a 16.7% chance. 

1155
01:03:43,720 --> 01:03:46,280
If you roll 8 die, you have a 
76.7% chance. 

1156
01:03:46,280 --> 01:03:48,200
I like this. 
Great table love that it's in 

1157
01:03:48,200 --> 01:03:48,880
here. 
Should be. 

1158
01:03:48,880 --> 01:03:51,520
Great table. 
I love adding like, you know, 

1159
01:03:51,560 --> 01:03:55,720
D20 base games like people play 
a lot of. 

1160
01:03:55,760 --> 01:03:59,000
Obviously 5E is D20 base. 
It's very easy to do the math 

1161
01:03:59,240 --> 01:04:01,880
when you have diceable games. 
It's a lot harder for people to 

1162
01:04:01,880 --> 01:04:03,480
contextualize what the math 
looks like. 

1163
01:04:04,200 --> 01:04:07,160
Obviously I've sent you a bunch 
of math that I've done for my 

1164
01:04:07,160 --> 01:04:09,960
own dice pool thing, but it's 
really nice to put this in for 

1165
01:04:09,960 --> 01:04:11,720
like, hey, like, this is what 
this actually looks like. 

1166
01:04:11,720 --> 01:04:14,240
Just so you know, because people
don't know. 

1167
01:04:15,800 --> 01:04:19,280
Yeah, I mean, exactly like, it's
the number of times that we 

1168
01:04:19,280 --> 01:04:23,040
literally like sit here and. 
Do the math. 

1169
01:04:23,640 --> 01:04:25,280
Do the math. 
It's nice to get there. 

1170
01:04:25,280 --> 01:04:28,160
And we love D sixes. 
I do. 

1171
01:04:28,160 --> 01:04:32,600
I love AD 6 dice pool, so yeah. 
Yeah, I mean I enjoy dice pools 

1172
01:04:32,600 --> 01:04:34,880
like I just the two D6 is my 
favorite. 

1173
01:04:34,880 --> 01:04:37,600
But dice pools or D6 dice pools 
are are very close after. 

1174
01:04:37,600 --> 01:04:43,200
That I really do like the core 
of this, like I really enjoy 

1175
01:04:43,640 --> 01:04:46,640
like the system and how it 
works, and I like the idea of 

1176
01:04:46,640 --> 01:04:50,960
the like abilities and I I like 
the attributes. 

1177
01:04:50,960 --> 01:04:54,080
I do think like this absolutely 
would benefit from a 2 E, 

1178
01:04:54,080 --> 01:04:56,360
because I do think there's so 
much good in the bones of this, 

1179
01:04:56,360 --> 01:04:58,880
you know? 
Yeah, yeah. 

1180
01:04:58,880 --> 01:05:00,040
I mean, that's what we said at 
the beginning. 

1181
01:05:00,040 --> 01:05:03,080
It's just like there's, but 
there's so much just kind of 

1182
01:05:03,080 --> 01:05:05,680
clunkiness throughout where it's
like, I get where you're going. 

1183
01:05:05,680 --> 01:05:08,720
You just didn't like. 
It's not like. 

1184
01:05:08,720 --> 01:05:11,480
And I I think a lot of the 
points we've had so far, like a 

1185
01:05:11,480 --> 01:05:14,960
second pass on editing, frankly 
would have fixed a lot of, you 

1186
01:05:14,960 --> 01:05:19,280
know, yeah. 
I also think that the a lot of 

1187
01:05:19,280 --> 01:05:22,840
it too is it feels like. 
It almost feels like a game was 

1188
01:05:22,840 --> 01:05:27,280
written and then there was a 
Passover it to like add the like

1189
01:05:27,280 --> 01:05:30,200
quote UN quote new school 
mechanics with the old school 

1190
01:05:30,200 --> 01:05:33,920
feel and they just missed a 
bunch of like the the stuff. 

1191
01:05:33,920 --> 01:05:37,320
It's like well let's simplify 
the ranges on page 37 whatever 

1192
01:05:38,560 --> 01:05:40,360
because they hit range was like 
oh let's change that. 

1193
01:05:40,360 --> 01:05:42,960
But they didn't go back and fix 
all the things that also applied

1194
01:05:42,960 --> 01:05:44,560
to it. 
So it's it's it's, yeah. 

1195
01:05:46,120 --> 01:05:48,320
Crit success is how crit success
works. 

1196
01:05:48,320 --> 01:05:49,640
I do remember now. 
Sorry, keep going. 

1197
01:05:49,640 --> 01:05:51,000
Yeah. 
And I just don't. 

1198
01:05:52,080 --> 01:05:55,880
Yeah, I I wrote a note that says
I do not know how I feel about 

1199
01:05:55,880 --> 01:05:57,600
this, but at first read it feels
superfluous. 

1200
01:05:57,600 --> 01:06:01,400
So a character's attribute level
determines the number of total 

1201
01:06:01,400 --> 01:06:02,960
dice rolled. 
For tests. 

1202
01:06:02,960 --> 01:06:06,640
We got that, but actually it 
reaches level 2, The possibility

1203
01:06:06,640 --> 01:06:08,600
of crit sexes and failures is 
introduced. 

1204
01:06:08,760 --> 01:06:11,480
So two of the dice you roll are 
now your crit dice. 

1205
01:06:11,680 --> 01:06:13,600
So if you like you just have 
two. 

1206
01:06:13,600 --> 01:06:14,840
So they should be different 
colored. 

1207
01:06:16,240 --> 01:06:18,400
And then when a player rolls, 
crit dice along with the rest of

1208
01:06:18,400 --> 01:06:21,720
their characters dice, so they 
make sure they're blah blah 

1209
01:06:21,720 --> 01:06:23,240
blah. 
For example, a character with a 

1210
01:06:23,240 --> 01:06:26,800
level of four will roll 4 dice 
total, two being crit dice, two 

1211
01:06:26,800 --> 01:06:28,960
being not. 
A six on a crit die is the same 

1212
01:06:28,960 --> 01:06:32,360
as any other six, unless the 
roll is one of the three 

1213
01:06:32,360 --> 01:06:37,120
critical results below. 
Except it's not below because 

1214
01:06:37,360 --> 01:06:41,560
you look at a book. 
The crit die overrides the rest 

1215
01:06:41,560 --> 01:06:44,240
of the dice. 
OK, so then we go down here and 

1216
01:06:44,240 --> 01:06:47,440
it says the crit results double 
ones, double sixes or both A1 

1217
01:06:47,440 --> 01:06:50,160
and A6 on the crit die. 
So 11 snake eyes. 

1218
01:06:50,160 --> 01:06:52,800
It says it's a 2.8% chance. 
I love they put the math in 

1219
01:06:52,800 --> 01:06:57,840
here. 66 is a 2.8% chance and a 
both one and a six is a 5.6% 

1220
01:06:57,840 --> 01:06:59,880
chance. 
So didn't we say that like 

1221
01:06:59,880 --> 01:07:01,880
getting locked back was like on 
one of these? 

1222
01:07:02,160 --> 01:07:05,600
Yes. 
So a 2.8% chance is how you're 

1223
01:07:05,600 --> 01:07:10,240
going to get your stuff back. 
Well, it's on any and I think 

1224
01:07:10,240 --> 01:07:12,200
it's crit success or crit 
failure, right? 

1225
01:07:13,480 --> 01:07:17,520
So. 
You have you have like an 11.2% 

1226
01:07:17,520 --> 01:07:19,480
chance. 
That's not really probably very 

1227
01:07:19,480 --> 01:07:25,240
accurate, but somewhere in there
of getting your getting luck 

1228
01:07:25,240 --> 01:07:27,400
back. 
But my question with this math 

1229
01:07:27,440 --> 01:07:31,640
is. 
So wait, if I use my if I use my

1230
01:07:31,760 --> 01:07:38,600
spirit like a my like luck 
points on abilities when before 

1231
01:07:38,600 --> 01:07:40,320
I'm level 2, I just can't get 
them back? 

1232
01:07:40,680 --> 01:07:45,480
Yeah, that's what I'm saying. 
Yeah, that's so. 

1233
01:07:45,680 --> 01:07:49,280
Funny, yeah, it just there's a 
little, there's a little logical

1234
01:07:49,280 --> 01:07:52,040
hole there. 
Yeah, again, this game I feel 

1235
01:07:52,040 --> 01:07:55,520
like wants a luck to be like 
ADCC luck or something and 

1236
01:07:55,520 --> 01:07:58,360
didn't realize that they just 
made it their derived staff that

1237
01:07:58,360 --> 01:08:03,040
only like is your is an entire 
player's core. 

1238
01:08:03,040 --> 01:08:06,000
It even says about like like the
ability is like to find your 

1239
01:08:06,000 --> 01:08:10,160
whole player, but like you gave 
one whole of your three 

1240
01:08:10,160 --> 01:08:14,760
attributes like a massive 
penalty right off the bat to 

1241
01:08:14,760 --> 01:08:19,120
just not get those abilities 
back like everyone else does for

1242
01:08:19,120 --> 01:08:21,600
no specific reason. 
Again, if it to me, if it was 

1243
01:08:21,600 --> 01:08:25,920
magic and that like magic was 
more difficult so everyone 

1244
01:08:25,920 --> 01:08:28,040
didn't have it all the time, 
that would make sense. 

1245
01:08:28,040 --> 01:08:30,399
But just your speedy boyness. 
Yeah. 

1246
01:08:30,640 --> 01:08:31,720
How quick you are. 
Yeah. 

1247
01:08:31,960 --> 01:08:34,439
Yeah, makes no sense. 
So anyway the test fails I. 

1248
01:08:34,880 --> 01:08:38,200
I would consider running this, 
but if I did, they'd come back 

1249
01:08:38,200 --> 01:08:41,319
on your rest, you know. 
Yeah, yeah, it would have to, 

1250
01:08:41,840 --> 01:08:45,720
yeah. 
So these these that's failures 

1251
01:08:45,720 --> 01:08:48,399
and successes and and difficult.
So character gets a penalty, but

1252
01:08:48,399 --> 01:08:51,920
they also earn one XP and one 
luck penalties defined by the 

1253
01:08:51,920 --> 01:08:53,760
GM. 
Critical success. 

1254
01:08:54,080 --> 01:08:56,960
It succeeds and you get a bonus,
the bonus defined by the GM. 

1255
01:08:57,640 --> 01:09:00,439
If you get a one and a six, the 
test is successful, but the 

1256
01:09:00,439 --> 01:09:03,560
character also incurs a penalty,
as with the critical failure. 

1257
01:09:03,560 --> 01:09:06,520
So basically you get both. 
So on a failure you get XP and 

1258
01:09:06,520 --> 01:09:09,000
luck. 
On a success you get a bonus, 

1259
01:09:09,040 --> 01:09:11,359
and on a difficult you get 
penalties. 

1260
01:09:11,520 --> 01:09:14,439
But all you also get like XP and
luck or a bonus. 

1261
01:09:14,600 --> 01:09:17,760
So you don't get luck from the 
critical success, you only get 

1262
01:09:17,760 --> 01:09:19,560
it from failure or difficult 
success. 

1263
01:09:19,880 --> 01:09:22,560
Yeah, which makes it even less 
likely to happen. 

1264
01:09:23,760 --> 01:09:27,880
Yeah, yeah. 
Combat surprise. 

1265
01:09:27,880 --> 01:09:30,160
This is the whole big page to 
say it exists. 

1266
01:09:30,160 --> 01:09:32,680
You get a one, you get a + 1. 
DI do like the art. 

1267
01:09:32,680 --> 01:09:34,080
The scally boy with the glowing 
eyes is dope. 

1268
01:09:34,080 --> 01:09:35,120
Scally boy. 
Art is good. 

1269
01:09:35,760 --> 01:09:42,560
Yeah it talks about on surprise 
action the play the character 

1270
01:09:42,560 --> 01:09:44,520
gets advantage on their role 
plus 1D. 

1271
01:09:44,880 --> 01:09:47,080
Using the word advantage in 
there does not mean the 

1272
01:09:47,080 --> 01:09:51,600
advantage but advantage is so 
part of RPGSI want to use that 

1273
01:09:51,600 --> 01:09:54,680
word there initiative. 
This is a whole page to say 

1274
01:09:54,680 --> 01:10:00,160
there's two ways you can do it. 
1D6 plus spirit, right? 

1275
01:10:00,600 --> 01:10:05,560
Just like normal initiative or 
optional rule for faster simple 

1276
01:10:05,560 --> 01:10:08,160
initiative. 
The GM may decide to do 1 

1277
01:10:08,160 --> 01:10:10,640
initiative role for a group of 
BCS, one for MPCS. 

1278
01:10:12,120 --> 01:10:14,520
Cool. 
Yeah, that's a whole page to 

1279
01:10:14,560 --> 01:10:18,320
tell you how to work initiative.
Combat turns characters, so 

1280
01:10:18,680 --> 01:10:21,360
during a turn characters get two
actions, Move, Attack, 

1281
01:10:21,360 --> 01:10:23,600
Usability, Focus, or Parry. 
Characters may do the same 

1282
01:10:23,600 --> 01:10:26,280
action twice, such as taking 
moves or doing two attack 

1283
01:10:26,280 --> 01:10:29,320
actions. 
There's a thing that says this 

1284
01:10:29,320 --> 01:10:32,240
is just the most common stuff. 
Other things happen, enemies get

1285
01:10:32,240 --> 01:10:34,240
the same shit. 
We've already talked about the 

1286
01:10:34,240 --> 01:10:37,640
move page. 
A move is defined by itself. 

1287
01:10:38,400 --> 01:10:41,880
A medium distance is 1 move, and
a move is at least a medium 

1288
01:10:41,880 --> 01:10:43,400
distance. 
No idea what that means. 

1289
01:10:43,640 --> 01:10:46,800
We can assume. 
But I it need that needs to be 

1290
01:10:46,800 --> 01:10:51,920
fixed attacking, use mind body 
or spirit to do attacks, magic, 

1291
01:10:51,920 --> 01:10:58,400
melee or ranged. 
And then to me I think this is 

1292
01:10:58,760 --> 01:11:01,680
this second paragraph where it 
talked about doing like defense 

1293
01:11:01,680 --> 01:11:05,720
roles really needs to have like 
a header, like a red header just

1294
01:11:05,720 --> 01:11:08,400
like everything else. 
So when when we're willing to 

1295
01:11:08,400 --> 01:11:10,680
defend against an attack it 
characters the spots determines 

1296
01:11:10,680 --> 01:11:13,480
the relevant attribute. 
So basically like if you want to

1297
01:11:13,480 --> 01:11:16,960
block with his shield use body. 
If you want to dodge out of the 

1298
01:11:16,960 --> 01:11:21,080
way you spirit basically what it
says and then again it says. 

1299
01:11:21,080 --> 01:11:24,240
Remember that players make 
almost all tests like it's a 

1300
01:11:24,240 --> 01:11:27,240
player facing game and it lists 
everything else you can do. 

1301
01:11:27,240 --> 01:11:31,160
You can use an ability, you can 
focus which just gives your next

1302
01:11:31,560 --> 01:11:34,800
action 1D. 
You can parry which gives all 

1303
01:11:34,800 --> 01:11:37,720
defense tests plus one DI do 
like that. 

1304
01:11:37,720 --> 01:11:41,280
You get 2 actions, and some of 
those actions can set up like 

1305
01:11:41,600 --> 01:11:43,640
your next turn. 
So if you want to say, all 

1306
01:11:43,640 --> 01:11:46,640
right, I attack once and then I 
parry, you can put yourself in 

1307
01:11:46,640 --> 01:11:49,720
like a more defensive position 
or like I want to focus on my 

1308
01:11:49,720 --> 01:11:52,440
next one because I'm too far. 
So I'll do a move action and 

1309
01:11:52,440 --> 01:11:54,440
then focus and the next time I 
can do it, I do. 

1310
01:11:54,520 --> 01:11:56,040
I do like that. 
I think that's great. 

1311
01:11:57,800 --> 01:12:00,360
I agree. 
I concur. 

1312
01:12:01,600 --> 01:12:03,880
Death. 
When you read zero, you die or 

1313
01:12:03,880 --> 01:12:07,840
you don't. 
Those are the 2 rules resting. 

1314
01:12:08,280 --> 01:12:09,920
I don't like it. 
I love the art on this page. 

1315
01:12:09,960 --> 01:12:12,800
This like warlock looking over 
like a cauldron. 

1316
01:12:13,360 --> 01:12:15,320
I was thinking more of like, 
yeah, yeah, yeah, absolutely. 

1317
01:12:15,320 --> 01:12:17,160
Yeah. 
Yeah, like a shaman. 

1318
01:12:17,160 --> 01:12:21,160
Almost, yeah. 
Resting each hour of rest fills 

1319
01:12:21,160 --> 01:12:23,960
one mana and one HP. 
Resting for at least six hours 

1320
01:12:23,960 --> 01:12:26,880
fills all mana. 
The resting does not fill luck. 

1321
01:12:26,880 --> 01:12:29,160
Luck is earned from critical 
fails and difficult success 

1322
01:12:29,160 --> 01:12:30,640
roles, or is an award from the 
GM. 

1323
01:12:33,000 --> 01:12:35,280
Oh, you can award luck. 
Does it say that earlier? 

1324
01:12:35,680 --> 01:12:38,400
You missed that? 
Yeah, it says it in. 

1325
01:12:38,400 --> 01:12:40,160
Oh, it does say that. 
Yeah, it's the word of the GM. 

1326
01:12:40,680 --> 01:12:46,120
Oh, OK, interesting. 
I still don't love it, but. 

1327
01:12:46,680 --> 01:12:51,080
No, I don't like it at all. 
I also want to go back just to 

1328
01:12:51,080 --> 01:12:52,800
make sure that I'm not talking 
about my ass. 

1329
01:12:52,800 --> 01:12:57,920
Like when we derive luck, Spirit
plus one is luck. 

1330
01:12:58,280 --> 01:13:00,480
Luck is spent to use spirit 
abilities. 

1331
01:13:01,040 --> 01:13:05,320
Yeah, there's. 
Well, until you get to Level 3 

1332
01:13:05,320 --> 01:13:11,040
and then it's Spirit +3. 
Yeah, yeah. 

1333
01:13:11,920 --> 01:13:15,120
So anyway, so resting every hour
you rest, you get one mana and 

1334
01:13:15,120 --> 01:13:18,960
one HP for a minimum of six 
hours. 

1335
01:13:19,080 --> 01:13:20,640
To me. 
I don't know how you feel about 

1336
01:13:20,640 --> 01:13:23,560
that. 
I I don't. 

1337
01:13:24,600 --> 01:13:26,080
There's a lot of stuff missing 
from this. 

1338
01:13:26,080 --> 01:13:27,320
How many rests can you do in a 
day? 

1339
01:13:30,280 --> 01:13:32,240
If it's as many as you want, 
then yeah, then let's. 

1340
01:13:32,320 --> 01:13:35,080
I would just do like a one to 
two hour nap like every fucking 

1341
01:13:35,080 --> 01:13:37,160
all the time and just have my 
shit back all the time. 

1342
01:13:37,520 --> 01:13:40,720
And if if not and there's a 
limited number of rests, why 

1343
01:13:40,720 --> 01:13:45,080
would it matter if you get 2345 
or six like what you would like 

1344
01:13:45,240 --> 01:13:47,320
to me that's what I'm at. 
That's bookkeeping that at GM 

1345
01:13:47,320 --> 01:13:49,040
doesn't need to worry about. 
You took a rest and let me get 

1346
01:13:49,040 --> 01:13:54,160
your shit back, you know? 
Yeah, it's just unnecessary. 

1347
01:13:54,880 --> 01:13:56,880
Great piece. 
I love this castle piece here 

1348
01:13:57,080 --> 01:13:59,880
with like the stuff glowing, the
person in the in the back. 

1349
01:14:01,120 --> 01:14:05,160
Is a very there's some really 
cool like darker almost like 

1350
01:14:05,160 --> 01:14:08,520
charcoal pieces in this. 
You're like very iconic art 

1351
01:14:08,520 --> 01:14:09,440
going through this. 
It's. 

1352
01:14:10,080 --> 01:14:13,800
Definitely dope status effects. 
There's a bunch Bleed, burn 

1353
01:14:13,800 --> 01:14:16,720
days, plague, poison, stun. 
They cause things, They cause 

1354
01:14:16,720 --> 01:14:18,320
statuses. 
The one I don't understand is 

1355
01:14:18,320 --> 01:14:20,080
bleed. 
Unlike other statuses, the 

1356
01:14:20,080 --> 01:14:22,880
status does nothing on its own. 
Instead, some other abilities 

1357
01:14:22,880 --> 01:14:25,880
may activate when an opponent is
bleeding at the beginning of a 

1358
01:14:25,880 --> 01:14:28,120
turn. 
Decrease bleed status by one. 

1359
01:14:28,120 --> 01:14:30,560
The status are moved at 0. 
I really couldn't. 

1360
01:14:30,560 --> 01:14:33,240
Maybe it's listed somewhere and 
I was just like frustrated and 

1361
01:14:33,240 --> 01:14:34,520
couldn't find it. 
But like I don't know what it 

1362
01:14:34,520 --> 01:14:36,160
actually does when it is 
activated though. 

1363
01:14:37,920 --> 01:14:40,440
Oh, I saw this in the ability. 
Actually, I'm gonna find it real

1364
01:14:40,440 --> 01:14:41,440
quick. 
Yeah, Gash. 

1365
01:14:41,440 --> 01:14:52,840
Mm hmm. 
Yeah, Gash. 

1366
01:14:55,440 --> 01:14:56,840
Yeah, but it just says that you 
bleed. 

1367
01:15:00,440 --> 01:15:02,640
Where is it? 
Does it? 

1368
01:15:03,720 --> 01:15:05,040
Have you gone in the wrong 
direction? 

1369
01:15:08,680 --> 01:15:10,280
I mean, let's control F bleed 
too. 

1370
01:15:10,280 --> 01:15:11,080
I am. 
That's what. 

1371
01:15:11,080 --> 01:15:13,480
That's exactly what I did. 
That's what I'm saying. 

1372
01:15:13,480 --> 01:15:16,240
So it's I just don't understand 
how bleed works. 

1373
01:15:22,600 --> 01:15:24,880
Well they have it on the blood 
packed ability. 

1374
01:15:26,680 --> 01:15:31,000
A gym to see the dies or have 
the bleed status heals this 

1375
01:15:31,000 --> 01:15:35,680
character for one HP. 
This is one of those things 

1376
01:15:35,680 --> 01:15:38,360
where, like it's defining what 
it does by itself with no 

1377
01:15:38,360 --> 01:15:43,600
explanation. 
There's one. 

1378
01:15:43,600 --> 01:15:47,640
It's like if your melee attacker
hits a target with bleed status,

1379
01:15:47,640 --> 01:15:52,480
you gain 1 HP, so it's almost 
like and then you do one damage 

1380
01:15:52,480 --> 01:15:57,680
and cause bleed. 
Yeah, it's almost like it 

1381
01:15:57,680 --> 01:16:01,600
doesn't exist on its own. 
It only exists when in concert 

1382
01:16:01,600 --> 01:16:03,720
with something else. 
Which is what it says. 

1383
01:16:03,720 --> 01:16:06,080
This is like, unlike other 
statuses, the status of nothing 

1384
01:16:06,080 --> 01:16:07,840
on its own. 
Instead, some other abilities 

1385
01:16:07,840 --> 01:16:11,360
may activate it. 
But there's not a ton that 

1386
01:16:11,360 --> 01:16:14,320
there's two abilities to 
activate it, so yeah. 

1387
01:16:15,280 --> 01:16:19,480
An example here or like a like a
page number to one of those or 

1388
01:16:19,480 --> 01:16:21,040
something would have been nice 
'cause like right? 

1389
01:16:21,120 --> 01:16:24,400
I don't I don't mind this like I
think it's kind of neat that 

1390
01:16:24,400 --> 01:16:28,080
like the ability only matters 
when something triggers it but 

1391
01:16:28,080 --> 01:16:31,520
it like it's it's I should we 
shouldn't need a control F to 

1392
01:16:31,520 --> 01:16:32,600
like try to figure out how it 
works. 

1393
01:16:32,600 --> 01:16:35,720
You know what I mean? 
Yeah. 

1394
01:16:36,600 --> 01:16:42,360
Anyway, a whole yellow page here
with a dope fucking zombie on 

1395
01:16:42,360 --> 01:16:43,760
it. 
Cause zombie is an effect. 

1396
01:16:44,120 --> 01:16:46,040
Make a body test when the status
is applied. 

1397
01:16:46,040 --> 01:16:49,040
On a failure the character has 
one D6 plus body days to be 

1398
01:16:49,040 --> 01:16:53,720
blessed or they become a zombie.
I like it. 

1399
01:16:54,680 --> 01:17:03,040
Me too. 
No automatic statuses so 

1400
01:17:03,080 --> 01:17:08,000
Delirium, Fear feeble. 
There's three automatic so for 

1401
01:17:08,000 --> 01:17:12,000
example, like fear, when active 
the target must roll 1D6 at the 

1402
01:17:12,000 --> 01:17:14,560
beginning of the turn, etcetera,
etcetera on the side. 

1403
01:17:14,560 --> 01:17:16,560
Here it says the effects listed 
previously are typically 

1404
01:17:16,560 --> 01:17:19,840
imparted by an ability. 
The statuses listed here are a 

1405
01:17:19,840 --> 01:17:21,360
bit different. 
They have an automatically when 

1406
01:17:21,360 --> 01:17:24,440
the relevant stat drops below 0.
Have we ever have we looked at 

1407
01:17:24,440 --> 01:17:29,080
anything where a stat can 
decrease like below 0? 

1408
01:17:29,080 --> 01:17:32,040
Like you can spend all of your 
shit, but like, at what point? 

1409
01:17:32,600 --> 01:17:36,160
But it's not like spent. 
You use your abilities, right? 

1410
01:17:36,160 --> 01:17:38,240
Like they don't. 
They don't go down when you use 

1411
01:17:38,240 --> 01:17:41,480
them. 
Well, so this is the stats, not 

1412
01:17:41,480 --> 01:17:46,440
the not the not the attributes. 
But like there's nothing that 

1413
01:17:46,440 --> 01:17:49,040
reduces except spending yet, and
you can't spend when you have 0.

1414
01:17:49,040 --> 01:17:50,800
So I don't understand why it 
would drop below 0. 

1415
01:17:50,800 --> 01:17:52,440
Maybe we're missing something 
where something could 

1416
01:17:52,440 --> 01:17:57,800
potentially, but this is a lot 
of writing for like a maybe I 

1417
01:17:57,800 --> 01:18:01,400
don't, I just don't get it. 
Like when I read the rules I 

1418
01:18:01,400 --> 01:18:04,120
never understood a point where 
you you could reduce the stat 

1419
01:18:04,120 --> 01:18:07,560
below 0 if there is one. 
It just needs to be better 

1420
01:18:07,560 --> 01:18:11,600
explained. 
Below 0 Yeah OK. 

1421
01:18:12,200 --> 01:18:16,880
Yeah. 
Too many keywords too also. 

1422
01:18:17,480 --> 01:18:21,080
Yeah, but it's fine. 
I mean, we'll just we'll cruise.

1423
01:18:21,080 --> 01:18:23,360
I love this is another one of my
favorite pages. 

1424
01:18:24,400 --> 01:18:25,840
This is one right for the 
weapons page. 

1425
01:18:25,840 --> 01:18:27,520
This is page 45. 
It's this full page, kind of 

1426
01:18:27,520 --> 01:18:31,720
like Reaper guy with just like 
the bottom bloody jaw. 

1427
01:18:32,480 --> 01:18:35,240
Really gorgeous with like the I 
I love that bluish purple in the

1428
01:18:35,240 --> 01:18:38,720
background too. 
I like the yellow highlight like

1429
01:18:38,720 --> 01:18:40,640
there's some like toy off on the
side. 

1430
01:18:41,600 --> 01:18:42,640
So good. 
I mean that. 

1431
01:18:42,640 --> 01:18:44,280
That's the thing. 
Billy Blue's art is, is 

1432
01:18:44,280 --> 01:18:47,880
fantastic weapon categories. 
I really like this Unarmed 

1433
01:18:47,880 --> 01:18:49,640
light, medium, heavy, that's it.
And then you just pick what it 

1434
01:18:49,640 --> 01:18:50,200
is. 
Who cares? 

1435
01:18:50,200 --> 01:18:51,440
I love. 
That's my favorite way to do. 

1436
01:18:51,440 --> 01:18:51,800
Weapon. 
Yeah. 

1437
01:18:51,800 --> 01:18:52,760
It's so good. 
Yeah. 

1438
01:18:52,760 --> 01:18:53,520
Perfect. 
Great. 

1439
01:18:53,640 --> 01:18:56,360
Thanks. 
Damages consistent throughout. 

1440
01:18:57,440 --> 01:18:59,840
That's it. 
Oh, another great piece that's 

1441
01:18:59,840 --> 01:19:03,520
like just weird. 
Tall, skinny man with a giant 

1442
01:19:03,520 --> 01:19:05,840
axe on a red background. 
It's stunning. 

1443
01:19:07,040 --> 01:19:12,080
So they're listed here. 
So unarmed is weight damage, so 

1444
01:19:12,080 --> 01:19:15,200
weight is 0, damage is 1, and 
you get plus one dice when you 

1445
01:19:15,200 --> 01:19:17,120
use it. 
Light weapons weight is 1, 

1446
01:19:17,120 --> 01:19:19,920
damage is 2 + 1 dice. 
There might be a couple of 

1447
01:19:19,920 --> 01:19:23,000
things I do like the part about 
wizard stuff having potentially 

1448
01:19:23,000 --> 01:19:28,120
like wands and Staffs. 
Light, medium, Love that medium 

1449
01:19:28,120 --> 01:19:31,600
weapons weight 2, damage 3, 
heavyweight 4, damage 5. 

1450
01:19:31,600 --> 01:19:34,440
And with heavy you only get one 
attack per turn. 

1451
01:19:34,680 --> 01:19:38,240
I do like that it basically says
like it's such a big thing that 

1452
01:19:38,240 --> 01:19:41,920
normally like you have the 
ability to do 2 actions, but you

1453
01:19:41,920 --> 01:19:44,640
have to like spend so much of 
your time like swinging this 

1454
01:19:44,640 --> 01:19:46,240
thing around or whatever that it
takes it both. 

1455
01:19:46,480 --> 01:19:48,560
I like that because you're also 
doing fucking five damage per 

1456
01:19:48,560 --> 01:19:51,520
turn and you don't get any 
pluses to to your rolls. 

1457
01:19:51,520 --> 01:19:52,960
You only get those on your own 
armor and light. 

1458
01:19:53,120 --> 01:19:55,360
So I dig that. 
And the dual wheel was only a 

1459
01:19:55,360 --> 01:19:58,720
light OK armor and shield. 
There's the thing on the side. 

1460
01:19:58,720 --> 01:20:00,000
I wrote a note. 
What does my note say? 

1461
01:20:00,040 --> 01:20:01,920
Just no. 
I wrote just no. 

1462
01:20:02,320 --> 01:20:04,720
So let me read what it says. 
When you see armor with a 

1463
01:20:04,720 --> 01:20:07,320
lowercase a, that is referring 
to the actual piece of armor. 

1464
01:20:07,320 --> 01:20:10,160
When you see armor with a cat 
with an uppercase A, that is 

1465
01:20:10,160 --> 01:20:13,880
referring to the armor stat, 
which is how many times a piece 

1466
01:20:13,880 --> 01:20:15,800
of armor or a shield can block 
damage. 

1467
01:20:16,440 --> 01:20:18,520
That's why I wrote just now. 
Come on. 

1468
01:20:19,240 --> 01:20:22,440
Screams internally. 
So. 

1469
01:20:22,640 --> 01:20:26,080
It's like armor, but also it's 
armor we're referring to. 

1470
01:20:26,080 --> 01:20:27,640
Just you two different fucking 
words. 

1471
01:20:29,840 --> 01:20:33,360
Or if it's a stat quote UN quote
like AP Armor points. 

1472
01:20:33,840 --> 01:20:34,560
Let's see. 
Oh yeah. 

1473
01:20:34,560 --> 01:20:35,120
Or use. 
Yeah. 

1474
01:20:35,160 --> 01:20:36,720
Uses that. 
Like, Absolutely, yeah. 

1475
01:20:37,680 --> 01:20:41,240
Yeah, so like weapons, armors 
and Shields are things. 

1476
01:20:41,240 --> 01:20:44,360
When selecting an armor category
like medium, heavy, it defines 

1477
01:20:44,360 --> 01:20:47,600
the things right? 
So like likewise Shields are the

1478
01:20:47,600 --> 01:20:49,240
same. 
All armor and Shields have a 

1479
01:20:49,240 --> 01:20:54,400
rating they absorb, so this is 
not when taking damage. 

1480
01:20:54,400 --> 01:20:57,520
Characters may reduce armor by 1
to fully ignore a single source 

1481
01:20:57,520 --> 01:20:59,920
of damage, such as a trapper and
attacker spell. 

1482
01:21:00,040 --> 01:21:04,560
This is kind of like mothership,
where you don't take any damage,

1483
01:21:04,760 --> 01:21:07,920
but once your armor is broken, 
you take all the damage, and I I

1484
01:21:07,920 --> 01:21:09,280
don't mind this, I think that's 
really cool. 

1485
01:21:09,920 --> 01:21:12,160
It's interesting that you're not
going to take any damage, so 

1486
01:21:12,160 --> 01:21:14,760
your armor's gone and then 
you'll take a ton. 

1487
01:21:14,760 --> 01:21:16,680
So you're going to like be up, 
be up, be up and then. 

1488
01:21:17,200 --> 01:21:22,680
Die and then really be down. 
Yeah, I'm not. 

1489
01:21:22,680 --> 01:21:27,160
It doesn't matter. 
The source of damage would 

1490
01:21:27,160 --> 01:21:29,640
impart a special status. 
You can. 

1491
01:21:29,840 --> 01:21:32,120
Basically it says if you can 
decide if you want it or not. 

1492
01:21:32,120 --> 01:21:34,240
Like if you're going to get 
poisoned from like a claw armor 

1493
01:21:34,240 --> 01:21:35,920
might block it, but if you're 
going to get poisoned from a 

1494
01:21:35,920 --> 01:21:37,320
gas, armor might not do what you
want. 

1495
01:21:37,480 --> 01:21:40,040
That's fine. 
Armor and shield categories. 

1496
01:21:40,440 --> 01:21:43,600
It's weird that this is a table 
ish. 

1497
01:21:43,600 --> 01:21:45,520
That's kind of different because
it's not anywhere else but 

1498
01:21:45,760 --> 01:21:46,680
light. 
Armor weight 1. 

1499
01:21:46,680 --> 01:21:47,880
Armor two. 
Medium weight 2. 

1500
01:21:47,880 --> 01:21:49,120
Armor 3. 
Heavyweight 3. 

1501
01:21:49,120 --> 01:21:50,760
Armor four. 
Small shield weight 1. 

1502
01:21:50,760 --> 01:21:52,000
Armor one. 
Large shield weight 2. 

1503
01:21:52,000 --> 01:21:52,920
Armor three. 
I like it. 

1504
01:21:52,920 --> 01:21:53,680
It's simple. 
That's fine. 

1505
01:21:54,040 --> 01:21:57,640
There's a long example of play, 
which is fine except that there 

1506
01:21:57,640 --> 01:22:00,000
are many times where like 
there's a lot of stuff that I 

1507
01:22:00,000 --> 01:22:04,480
would have loved to seen in in a
in a example of play that aren't

1508
01:22:04,480 --> 01:22:06,280
in this example play. 
Nothing really happens in this. 

1509
01:22:06,400 --> 01:22:08,680
You cast a spell. 
I think when the when the actual

1510
01:22:08,680 --> 01:22:11,080
combat starts the the example 
ends. 

1511
01:22:11,240 --> 01:22:13,800
So there's no critical success, 
there's no getting luck back. 

1512
01:22:13,800 --> 01:22:16,880
There's no like it's it's almost
all narrative to the end. 

1513
01:22:17,240 --> 01:22:19,240
I will say there's a section 
here that doesn't make sense to 

1514
01:22:19,240 --> 01:22:20,920
me. 
Abby rules 5D6. 

1515
01:22:20,920 --> 01:22:23,240
She needs one success, she gets 
2. 

1516
01:22:23,520 --> 01:22:29,680
But like my spirit rolls four, I
roll 3. 

1517
01:22:30,680 --> 01:22:32,280
Long story short the math 
doesn't math. 

1518
01:22:32,520 --> 01:22:35,320
Like I think they only have four
but it says 5 so that sometime 

1519
01:22:35,320 --> 01:22:36,560
that they might need a fix and 
editing. 

1520
01:22:36,560 --> 01:22:38,200
I don't I'm not going to read it
again to get to there. 

1521
01:22:41,200 --> 01:22:45,240
But I mean it's yeah it's like a
very long example play to not. 

1522
01:22:46,080 --> 01:22:48,280
Oh wait a minute is this example
like longer than the paperback 

1523
01:22:48,280 --> 01:22:49,240
one? 
I just skipped it. 

1524
01:22:53,000 --> 01:22:54,720
No, it does say something about 
a crucial success. 

1525
01:22:54,720 --> 01:22:57,400
Not only does she get a hit, you
do double damage and then roll 

1526
01:22:57,400 --> 01:22:59,440
initiative. 
Then the comments aren't you So 

1527
01:22:59,440 --> 01:23:02,800
bestiary beasts, They happen. 
They have ranks, they have 

1528
01:23:02,800 --> 01:23:06,440
attributes. 
I wrote notes, The note says 

1529
01:23:06,440 --> 01:23:08,560
scroll through the enemy slime 
and now we'll get to that. 

1530
01:23:11,240 --> 01:23:16,920
So in general, Munch's rank is a
clue to how big of a threat they

1531
01:23:16,920 --> 01:23:18,920
are. 
So if you want a more 

1532
01:23:18,920 --> 01:23:21,440
challenging adversary, look 
further down the list. 

1533
01:23:21,680 --> 01:23:24,520
It's the G Ms. responsibility to
scale enemies appropriately to 

1534
01:23:24,520 --> 01:23:27,520
the needs of the table. 
My note was not very OSR. 

1535
01:23:30,440 --> 01:23:32,440
So then it says however, not 
every fight is winnable. 

1536
01:23:32,440 --> 01:23:37,040
Blah blah blah. 
Oh I I I put the word 

1537
01:23:37,040 --> 01:23:39,200
suggestions in my note. 
Says too many suggestions. 

1538
01:23:39,200 --> 01:23:41,280
People change what they want to 
change, and if they require your

1539
01:23:41,280 --> 01:23:43,520
permission then you need to only
say it once. 

1540
01:23:43,520 --> 01:23:45,440
At this point it feels like 
hedging and a lack of 

1541
01:23:45,440 --> 01:23:48,800
conviction. 
Damn, I was on a lot of coffee. 

1542
01:23:49,240 --> 01:23:53,080
That's my bad. 
So basically there's a table 

1543
01:23:53,080 --> 01:23:55,440
here and I like it. 
Bad guys are ranked zero to four

1544
01:23:55,680 --> 01:23:59,720
and then they have ranges for 
mind, body, and spirit. 0 is 

1545
01:23:59,720 --> 01:24:01,960
fodder. 
Rank one is typical. 

1546
01:24:01,960 --> 01:24:03,320
Rank two is tough, Rank three is
challenging. 

1547
01:24:03,320 --> 01:24:06,400
Rank 4 is a big bad. 
I love this in a system that I'm

1548
01:24:06,400 --> 01:24:08,240
working on. 
I I do very similar things. 

1549
01:24:08,240 --> 01:24:09,520
That's one thing I liked about 
TLD. 

1550
01:24:09,640 --> 01:24:12,120
There's things in it that are 
exactly what I would do because 

1551
01:24:12,280 --> 01:24:14,360
I have. 
I'm literally play testing those

1552
01:24:14,360 --> 01:24:15,680
things. 
This is one of them. 

1553
01:24:15,680 --> 01:24:18,640
I really like that you can just 
be like I have a rank 3 baddie 

1554
01:24:18,760 --> 01:24:20,760
hear what the all the stats 
could derive to be. 

1555
01:24:21,720 --> 01:24:24,200
The only thing is like, they're 
all the, they're all exactly the

1556
01:24:24,200 --> 01:24:26,080
same. 
Like there's no mix up. 

1557
01:24:26,440 --> 01:24:30,200
Yeah, you could just actually 
just put like one ability, yeah,

1558
01:24:30,640 --> 01:24:33,160
one column or two columns. 
Like it's rank and their 

1559
01:24:33,160 --> 01:24:35,080
abilities. 
Yeah, if it's not gonna be 

1560
01:24:35,080 --> 01:24:37,800
different, you don't need 4 
columns to say all the same 

1561
01:24:37,800 --> 01:24:42,400
stuff. 
And then we get to the bestiary,

1562
01:24:42,600 --> 01:24:46,160
which suddenly switches to a 
completely different font. 

1563
01:24:46,480 --> 01:24:51,520
It has multiple fonts or 
typefaces in the same thing and 

1564
01:24:51,520 --> 01:24:57,360
then this the typeface used in 
like the body of this I it does 

1565
01:24:57,360 --> 01:25:01,120
not feel like a very pretty body
text and I I don't like it even 

1566
01:25:01,120 --> 01:25:03,400
more than I didn't like the 
other one like am I wrong? 

1567
01:25:03,400 --> 01:25:04,520
Like what? 
Like this font? 

1568
01:25:04,800 --> 01:25:07,040
Actually this font I do not like
this one I did. 

1569
01:25:07,040 --> 01:25:09,600
I know this was like, Nah, I 
don't like this font so. 

1570
01:25:09,720 --> 01:25:12,920
Yeah, it's. 
I will say a really sick art 

1571
01:25:12,920 --> 01:25:15,880
piece is coming up. 
Yeah, yeah. 

1572
01:25:16,880 --> 01:25:18,600
Oh, my note says I hate the 
layout. 

1573
01:25:18,600 --> 01:25:20,800
So yeah, I just don't like this 
typeface. 

1574
01:25:22,560 --> 01:25:24,440
This is that Michael Harmon 
Gobbo's art. 

1575
01:25:24,680 --> 01:25:26,440
Yeah, fucking. 
Cool. 

1576
01:25:28,120 --> 01:25:29,400
Yeah. 
I really like this. 

1577
01:25:29,400 --> 01:25:32,720
The adventure in the, in the, in
the back of the book talks about

1578
01:25:32,720 --> 01:25:34,280
gobos and stuff like that. 
So they're really cool. 

1579
01:25:34,280 --> 01:25:36,760
They're basically, you know, 
badass goblins and shit, bite, 

1580
01:25:36,760 --> 01:25:38,480
kick, slash, you know, 
everything. 

1581
01:25:39,520 --> 01:25:43,360
So the notes that I was 
referencing are like slime, 

1582
01:25:43,360 --> 01:25:45,400
right? 
So multiple times it says that 

1583
01:25:45,400 --> 01:25:49,600
the it's player facing roles. 
Players roll defense tests. 

1584
01:25:49,800 --> 01:25:52,800
So I don't understand. 
There's a bunch that have this 

1585
01:25:52,800 --> 01:25:55,720
like dodge ability. 
It says plus 1D on defense 

1586
01:25:55,720 --> 01:25:58,080
tests. 
So the slime is dodging. 

1587
01:25:58,280 --> 01:25:59,680
The slime doesn't make defense 
tests. 

1588
01:25:59,680 --> 01:26:04,680
No, it's -1 D on the whoever's 
defending against it. 

1589
01:26:06,120 --> 01:26:07,440
So that's what you think this 
means? 

1590
01:26:07,720 --> 01:26:10,400
Absolutely means. 
We established earlier that if 

1591
01:26:10,400 --> 01:26:13,360
they get a plus 1D to something,
that actually means -1 D. 

1592
01:26:14,600 --> 01:26:16,800
So it specifically said in there
attacks. 

1593
01:26:18,560 --> 01:26:20,640
Oh, did it OK. 
Yeah it specifically said in 

1594
01:26:20,640 --> 01:26:26,760
there attacks but like I don't 
so let's run with what you're 

1595
01:26:26,760 --> 01:26:30,080
saying though just so we can 
math was was we can brain it out

1596
01:26:30,400 --> 01:26:32,080
dodge. 
Right. 

1597
01:26:32,280 --> 01:26:38,520
Colon plus 1D on defense tests. 
I don't see how you could 

1598
01:26:38,520 --> 01:26:44,000
possibly. 
So you're saying that that would

1599
01:26:44,000 --> 01:26:49,080
mean -1 D on attack rolls? 
I'm That's what I'm going with. 

1600
01:26:49,840 --> 01:26:54,520
That would be such a ridiculous 
that that would be so 

1601
01:26:55,080 --> 01:26:59,720
incompatibly on like just not 
good. 

1602
01:27:00,800 --> 01:27:02,440
I don't know anything else I 
could say about that. 

1603
01:27:02,680 --> 01:27:04,400
Yeah. 
And the problem is that like the

1604
01:27:04,400 --> 01:27:09,840
establishing that like plus 1 -,
1 earlier, it now makes it more 

1605
01:27:09,840 --> 01:27:11,880
confusing when trying to parse 
this out because you're like 

1606
01:27:11,880 --> 01:27:14,080
wait OK is this the same thing? 
Even though it doesn't say 

1607
01:27:14,080 --> 01:27:17,840
attack, you know he's that 
earlier when it said attack 

1608
01:27:18,640 --> 01:27:21,280
wrong. 
What section was that in? 

1609
01:27:21,280 --> 01:27:24,080
Actually, I'm gonna look. 
Dude, I don't even know. 

1610
01:27:24,840 --> 01:27:29,560
But to me what I think this is, 
is what I said before where it 

1611
01:27:29,560 --> 01:27:33,680
feels like they wrote a game and
then they said let's simplify 

1612
01:27:33,680 --> 01:27:35,960
this mechanic with some new 
school mechanics and then just 

1613
01:27:35,960 --> 01:27:37,840
forgot to fix some of it. 
Because. 

1614
01:27:37,840 --> 01:27:43,080
To me this is a bad guy that 
before they decided to do player

1615
01:27:43,080 --> 01:27:47,240
facing rolls they had good guy 
rolls and bad guy rolls and the 

1616
01:27:47,240 --> 01:27:50,600
bad guy would roll with a more 
of a dodge and they never came 

1617
01:27:50,600 --> 01:27:53,800
back and fixed it to say they 
have a dodge ability. 

1618
01:27:54,240 --> 01:27:59,520
Player gets -1 on attack rolls 
and if if if the fix for that 

1619
01:27:59,520 --> 01:28:03,200
was that one little line that 
says where I say plus 1D for the

1620
01:28:03,200 --> 01:28:09,240
for the for the bad guys you get
-1 D for you I think it would be

1621
01:28:09,240 --> 01:28:10,840
in the defense section under 
attack. 

1622
01:28:10,840 --> 01:28:13,600
It would be in the attack 
section in like the the 

1623
01:28:13,600 --> 01:28:19,840
paragraph above the blue box. 
OK, I'm there now. 

1624
01:28:19,840 --> 01:28:34,040
Let's look. 
So we're looking, this is where 

1625
01:28:34,040 --> 01:28:36,200
I think you are looking. 
Yeah. 

1626
01:28:43,040 --> 01:28:49,000
Where is it? 
Well it's somewhere. 

1627
01:28:50,080 --> 01:28:54,120
It's somewhere if an attacker 
possibly for example when 

1628
01:28:54,120 --> 01:28:56,880
attacking, when rolling to 
defend for example a magical 

1629
01:28:56,880 --> 01:28:58,800
bolt. 
Remember that players. 

1630
01:28:59,240 --> 01:29:03,360
Yeah it was it's, it's, it's 
somewhere in here. 

1631
01:29:05,240 --> 01:29:12,160
We we said it before but like 
that's oh wait no that's a -, 1 

1632
01:29:12,160 --> 01:29:15,320
D to partial cover for example 
when attacking what's? 

1633
01:29:15,320 --> 01:29:18,680
Funny because there is a another
example of a -, 1 D in there 

1634
01:29:18,680 --> 01:29:20,160
which is like it's the partial 
cover one. 

1635
01:29:20,160 --> 01:29:22,920
So I'm like, OK, so we could 
just said -1 D this entire time?

1636
01:29:24,160 --> 01:29:25,680
Yeah, yeah. 
Yeah. 

1637
01:29:27,080 --> 01:29:30,160
OK. 
No, that's pairing. 

1638
01:29:31,120 --> 01:29:33,600
Yeah. 
So I mean, but even if that was 

1639
01:29:33,600 --> 01:29:36,680
the case it shouldn't be this 
difficult to to figure it out. 

1640
01:29:37,920 --> 01:29:41,000
Oh, it should not anyway. 
So yeah that's that's a problem 

1641
01:29:41,000 --> 01:29:44,000
is I feel like like there that 
that there's a lot of bad guys 

1642
01:29:44,000 --> 01:29:49,520
that have dodge that it doesn't 
make any sense to to either if 

1643
01:29:49,520 --> 01:29:52,160
if the point is that they have a
+ 1 so you get a - 1. 

1644
01:29:52,440 --> 01:29:53,600
I found that. 
That's ridiculous. 

1645
01:29:53,600 --> 01:29:55,560
Where is it? 
It's under. 

1646
01:29:55,560 --> 01:30:01,280
Players almost always test. 
The example given is that an NPC

1647
01:30:01,280 --> 01:30:04,800
might have an ability that 
grants plus 1D to its tax, so 

1648
01:30:04,800 --> 01:30:07,680
it's not hard like it's only 
attacking. 

1649
01:30:07,680 --> 01:30:11,400
This is just an example so that 
dodge I maintain at that plus 1D

1650
01:30:11,400 --> 01:30:15,600
dodge means -1 D to defending 
for the player. 

1651
01:30:20,360 --> 01:30:22,360
Which is bad. 
Bad. 

1652
01:30:22,400 --> 01:30:27,560
Like, yeah, I mean words. 
It took a words out and. 

1653
01:30:27,560 --> 01:30:31,000
It's in, it's in and it's in an 
example that doesn't even talk 

1654
01:30:31,000 --> 01:30:33,480
about defending. 
For example, an NPC might have 

1655
01:30:33,480 --> 01:30:35,560
ability that grants plus 1D to 
its attacks. 

1656
01:30:35,560 --> 01:30:38,960
Since the defending PC is the 1 
rolling to determine, they roll 

1657
01:30:38,960 --> 01:30:40,440
1 less dice to reflect. 
That's. 

1658
01:30:40,440 --> 01:30:46,320
So that's not that's gosh, I'm 
trying to be nice. 

1659
01:30:46,320 --> 01:30:47,760
That's bad. 
It's not good. 

1660
01:30:48,040 --> 01:30:49,160
Don't do that. 
Fix that. 

1661
01:30:49,160 --> 01:30:52,240
Make that go away. 
There's a lot of bad guys and a 

1662
01:30:52,240 --> 01:30:54,800
lot of them are really cool. 
I I just got hung up on that but

1663
01:30:54,800 --> 01:31:01,200
like imbued slime slam dissolved
again dodge again dodge bites. 

1664
01:31:01,200 --> 01:31:02,920
Like they're really cool. 
I do like it. 

1665
01:31:02,920 --> 01:31:08,160
I think that the bad guys are 
are simple like they give you 

1666
01:31:08,280 --> 01:31:13,520
HP, rank, armor, what they look 
like and then why and how they 

1667
01:31:13,520 --> 01:31:15,800
do their attacks which I really 
like and then three quick 

1668
01:31:15,800 --> 01:31:17,200
attacks. 
I think this is a great way to 

1669
01:31:17,200 --> 01:31:18,680
do Obesiary. 
It's great. 

1670
01:31:18,680 --> 01:31:27,960
It's a fat bestiary it's very 
long and and it's good so we'll 

1671
01:31:27,960 --> 01:31:30,320
cruise through that and then 
we're basically done. 

1672
01:31:30,320 --> 01:31:34,320
In the back you get character 
examples kind of so you have 

1673
01:31:34,320 --> 01:31:36,560
like Berserker let's say this is
not sure what kind of character 

1674
01:31:36,560 --> 01:31:39,560
to play here some fun ideas. 
So what what it gives you is a 

1675
01:31:39,560 --> 01:31:41,920
cool little piece of art. 
So for the Berserker, it gives 

1676
01:31:41,920 --> 01:31:44,880
you a little line that says a 
bloody death is a highest honor.

1677
01:31:44,880 --> 01:31:49,160
And then it gives you the 
abilities that they would take 

1678
01:31:49,160 --> 01:31:51,720
to make the Berserker, which is 
fine. 

1679
01:31:51,720 --> 01:31:52,800
It doesn't give any of the 
stats. 

1680
01:31:52,800 --> 01:31:55,560
It doesn't give any of that. 
It's just like the ability is to

1681
01:31:55,560 --> 01:31:57,880
kind of give you the vibe, which
is fine, that's cool. 

1682
01:31:57,880 --> 01:32:00,840
The blood mage servant of the 
ancient spider queen. 

1683
01:32:00,840 --> 01:32:04,240
It's got like spider eyes and a 
little like, you know, the, the,

1684
01:32:04,240 --> 01:32:09,400
the fucking, what's it called? 
Black Widow kind of symbol. 

1685
01:32:10,080 --> 01:32:12,760
Yeah, like the time thing. 
The hourglass. 

1686
01:32:13,080 --> 01:32:14,600
Yeah, And then the abilities. 
That's cool. 

1687
01:32:15,280 --> 01:32:16,960
Barehead. 
Oh, the bare hand brawler. 

1688
01:32:16,960 --> 01:32:19,200
And you, buddy. 
Look at you. 

1689
01:32:19,800 --> 01:32:20,240
Bite. 
Kick. 

1690
01:32:20,240 --> 01:32:22,080
Smasher, Pete. 
Weapons. 

1691
01:32:22,080 --> 01:32:24,320
Who needs him? 
Spell sling your divine knight. 

1692
01:32:24,560 --> 01:32:27,800
You know, cool. 
It's whatever. 

1693
01:32:28,120 --> 01:32:31,080
A weird monster maker. 
There's a cool, very kind of, 

1694
01:32:31,080 --> 01:32:35,960
like, like, legally distinct 
beholder creature here. 

1695
01:32:39,920 --> 01:32:43,920
Then there's a bunch of tables. 
There is a weird monster maker. 

1696
01:32:43,920 --> 01:32:45,800
So you roll twice on the first 
column. 

1697
01:32:46,520 --> 01:32:47,920
Why don't you just rip this out 
real quick, Yeah? 

1698
01:32:48,200 --> 01:32:48,920
Absolutely. 
Let's just. 

1699
01:32:48,920 --> 01:32:50,880
Make one, then we'll be done. 
So it's D66. 

1700
01:32:51,160 --> 01:32:54,320
Yeah, so on the first column you
got a 13. 

1701
01:32:54,320 --> 01:32:55,920
Twice. 
OK. 

1702
01:32:55,920 --> 01:32:58,320
And 31. 
OK. 

1703
01:32:59,040 --> 01:33:01,240
Nice roundness to that. 
Armored. 

1704
01:33:01,240 --> 01:33:02,920
Freezing. 
OK. 

1705
01:33:05,360 --> 01:33:10,800
And then a 36, which is a 
lobster, which is perfect. 

1706
01:33:11,120 --> 01:33:13,600
It's an ice lobster. 
It's got armor because that's a 

1707
01:33:13,600 --> 01:33:21,280
shell, obviously. 
And then with I'm rolling a lot 

1708
01:33:21,280 --> 01:33:22,760
of threes. 
I'm trying to get out of the 

1709
01:33:22,760 --> 01:33:24,680
threes. 
Oh my God, was is my roller 

1710
01:33:24,680 --> 01:33:29,040
broken? 
There we go 16 A pair of glowing

1711
01:33:29,040 --> 01:33:33,080
eyes that encircle it. 
Yep, Cool. 

1712
01:33:33,080 --> 01:33:35,320
That's cool. 
Yep, they're great. 

1713
01:33:35,440 --> 01:33:39,400
Yeah, they're great lists. 
I mean 3D60 sixes for this. 

1714
01:33:39,720 --> 01:33:44,120
There's loot table, so there's 
D6 potion, superior Shields. 

1715
01:33:44,320 --> 01:33:47,320
There's a great art piece for 
like, how the heck do I roll AD 

1716
01:33:47,400 --> 01:33:50,040
66 And it's this weird, like, 
fucking demon thing? 

1717
01:33:50,040 --> 01:33:51,040
And it's really. 
Neat. 

1718
01:33:53,560 --> 01:33:54,880
I do. 
I do like that. 

1719
01:33:55,920 --> 01:33:59,880
The D66 loot generator. 
Lot of really cool loot in here.

1720
01:33:59,880 --> 01:34:02,840
Cool weapon generator, D6. 
So the whole back is basically 

1721
01:34:02,840 --> 01:34:06,320
just that. 
Character creator, so you can 

1722
01:34:06,320 --> 01:34:10,760
quick make like it. 
It's character creator, but this

1723
01:34:10,760 --> 01:34:14,200
is just like stuff. 
So like possession, D66 

1724
01:34:14,200 --> 01:34:17,080
possessions, quirks, personal 
philosophies. 

1725
01:34:17,080 --> 01:34:18,520
This is a way to like round out 
your character. 

1726
01:34:18,760 --> 01:34:21,360
Then there's an adventure. 
Happy birthday goblin king. 

1727
01:34:22,480 --> 01:34:26,000
It's 8 little rooms for like a 
gobbo goblin king kind of 

1728
01:34:26,000 --> 01:34:29,000
situation. 
Happy birthday to Goblin King 

1729
01:34:29,000 --> 01:34:34,080
Big AB, which is this guy, which
this, this dude was used in some

1730
01:34:34,080 --> 01:34:38,120
of the promo art as well. 
And then that's the adventure. 

1731
01:34:38,120 --> 01:34:39,520
And we don't talk about 
adventures on the show. 

1732
01:34:41,520 --> 01:34:46,560
And then in the back you get a 
terminology page, which it did 

1733
01:34:46,560 --> 01:34:50,520
reference in the beginning, but 
it literally is just like 

1734
01:34:50,920 --> 01:34:54,080
XPPCNPC. 
It's it's super basic, which is 

1735
01:34:54,080 --> 01:34:55,840
fine for new players, totally 
fine. 

1736
01:34:55,840 --> 01:34:57,640
And then there's yeah, then 
there's a character sheet. 

1737
01:34:57,640 --> 01:34:58,720
That's nice. 
It is nice. 

1738
01:34:58,720 --> 01:35:04,440
It's nice character. 
Yeah, so where it says Level 3 

1739
01:35:04,440 --> 01:35:12,840
perk plus one mana, it's +2 
because it's Yeah yeah. 

1740
01:35:12,840 --> 01:35:14,400
So the character sheet in the 
back of the book is wrong 

1741
01:35:14,440 --> 01:35:18,080
because you get a total of three
mana and luck. 

1742
01:35:18,480 --> 01:35:22,800
You get +2 bonus at Level 3, so 
that should be 3 two mana. 

1743
01:35:22,960 --> 01:35:24,960
Level 3 perk should be +2 mana, 
not plus one. 

1744
01:35:26,000 --> 01:35:29,280
And then that's it. 
Big QR code in the back so you 

1745
01:35:29,280 --> 01:35:30,640
can support more Billable's 
work. 

1746
01:35:30,800 --> 01:35:34,440
So that's this game. 
Let's jump to reviews. 

1747
01:35:36,920 --> 01:35:37,800
Boom. 
We're there. 

1748
01:35:39,560 --> 01:35:41,520
Oh, it's in a book review. 
Weird. 

1749
01:35:42,080 --> 01:35:43,920
It's 100 pages. 
I know. 

1750
01:35:43,920 --> 01:35:45,480
It's just like we haven't done 
that in a while. 

1751
01:35:45,800 --> 01:35:48,680
I know we had so many zines. 
You were messaging me like, we 

1752
01:35:48,680 --> 01:35:50,640
should go faster. 
I'm like, bro, it's not a Zine. 

1753
01:35:50,680 --> 01:35:53,680
It's 100 pages. 
Like, I think we did good. 

1754
01:35:54,680 --> 01:35:58,120
Yeah, about an hour and a half. 
Yeah, So for that, for God. 

1755
01:35:58,120 --> 01:35:59,960
We haven't done a book review in
so fucking long. 

1756
01:35:59,960 --> 01:36:06,680
So for those that don't know, 
it's five attributes or well, 

1757
01:36:06,680 --> 01:36:10,600
you can derive stats from those 
if you really want, that are 

1758
01:36:10,600 --> 01:36:13,480
worth up to 10 points each. 
We give points to shit to give 

1759
01:36:13,480 --> 01:36:15,400
some quantification to our 
bullshit opinions. 

1760
01:36:15,840 --> 01:36:18,600
Art and layout is the art and 
the layout usability is how 

1761
01:36:18,640 --> 01:36:21,520
usable something is. 
The rule set is if it's adapted,

1762
01:36:21,520 --> 01:36:24,040
rule set how well it's adapted. 
If it's new, how you know? 

1763
01:36:24,040 --> 01:36:25,840
Do we like it? 
Do we feel that it is good? 

1764
01:36:26,200 --> 01:36:29,960
Originality is exactly what it 
sounds like, and value is the 

1765
01:36:30,240 --> 01:36:34,920
bang for your buck when you when
you when you buy this thing. 

1766
01:36:34,920 --> 01:36:40,720
So, art and layout Thoughts. 
The art's great. 

1767
01:36:42,080 --> 01:36:43,560
Yeah. 
I love the art. 

1768
01:36:44,400 --> 01:36:46,760
I don't think it suffers for art
at all. 

1769
01:36:46,760 --> 01:36:49,160
I think Billy Blue style 
suffuses everything. 

1770
01:36:49,160 --> 01:36:55,280
Oh, I fucking forgot too. 
I backed out the tier where 

1771
01:36:55,440 --> 01:36:58,440
Billy drew inside my book. 
Oh, nice. 

1772
01:36:58,440 --> 01:37:01,320
Cool. 
Wait, I'll go back to a bigger 

1773
01:37:01,320 --> 01:37:09,440
page real quick. 
So yeah, I'm trying to get, 

1774
01:37:09,440 --> 01:37:10,480
trying to get it. 
It's cool. 

1775
01:37:10,480 --> 01:37:14,680
It's just like Wizard Guy it. 
Really likes sword planted in 

1776
01:37:14,680 --> 01:37:16,760
the ground with Moss growing all
over it. 

1777
01:37:17,120 --> 01:37:18,520
It's really cool. 
And then on the side this says 

1778
01:37:18,520 --> 01:37:22,440
thanks for support, Hashtag 
TLDRPG Billy Blue sig there. 

1779
01:37:22,440 --> 01:37:25,040
So yeah, this is cool. 
This is why it took us a little 

1780
01:37:25,040 --> 01:37:27,400
longer to get around to it too, 
because I've had the paperback 

1781
01:37:27,400 --> 01:37:30,720
one for a long time, but Billy 
got these, drew in them and sent

1782
01:37:30,720 --> 01:37:32,960
them out. 
So that was really cool. 

1783
01:37:32,960 --> 01:37:34,240
That was nice. 
It was nice to get that as a 

1784
01:37:34,240 --> 01:37:35,520
tier. 
That's a cool reward. 

1785
01:37:35,600 --> 01:37:40,120
I really like any time that 
creators do that. 

1786
01:37:40,280 --> 01:37:44,880
So art and layout, again, like 
you said it art's great. 

1787
01:37:44,880 --> 01:37:47,080
Doesn't hurt for art. 
Billy styles through the entire 

1788
01:37:47,080 --> 01:37:48,520
thing. 
Michael Harmon's a great artist.

1789
01:37:48,520 --> 01:37:51,120
It's cool to see a piece or two 
from them and their art solid. 

1790
01:37:51,560 --> 01:37:53,800
Can't see anything like that. 
Layout No. 

1791
01:37:55,200 --> 01:37:58,760
Yeah, it's fun. 
I mean I think your your point 

1792
01:37:58,760 --> 01:38:02,600
about the third column makes a 
lot of sense and I think there 

1793
01:38:02,600 --> 01:38:06,320
are some typeface changes that 
you find grading that. 

1794
01:38:06,320 --> 01:38:09,400
I even I know this and I'm the 
person that wouldn't notice the 

1795
01:38:09,400 --> 01:38:11,960
things like that. 
Like I'm I'm that guy. 

1796
01:38:12,680 --> 01:38:15,760
So both guys are in this room 
and then we both noticed. 

1797
01:38:16,240 --> 01:38:19,000
So not great. 
What are you thinking? 

1798
01:38:20,480 --> 01:38:22,640
I mean, this is one of those 
weird ones, since we're doing 

1799
01:38:22,640 --> 01:38:25,320
art and layout where the art's 
great and the layout to me is 

1800
01:38:25,320 --> 01:38:30,640
bad if I went and it's only bad 
because it's poorly used. 

1801
01:38:30,720 --> 01:38:34,640
I really like that extra column 
on the side, but there are a lot

1802
01:38:34,640 --> 01:38:37,880
of times where what's written in
it didn't need to be there. 

1803
01:38:38,520 --> 01:38:41,440
Or there's stuff written in the 
body text that could have been 

1804
01:38:41,440 --> 01:38:44,880
there and the whole thing could 
have been 30 pages shorter by 

1805
01:38:44,880 --> 01:38:48,040
not having that that whole. 
Because there were there were 

1806
01:38:48,040 --> 01:38:51,840
times, I think the the longest 
one I counted was maybe 3 pages 

1807
01:38:51,840 --> 01:38:53,480
worth nothing in that column at 
all. 

1808
01:38:53,480 --> 01:38:56,160
And then the fourth page had 
like one line of less than 10 

1809
01:38:56,160 --> 01:38:58,120
words and then another empty 
page. 

1810
01:38:58,320 --> 01:39:02,160
So there's literally like you're
talking like 567 pages in a row 

1811
01:39:02,160 --> 01:39:06,240
where a third of the page is 
empty like just just because of 

1812
01:39:06,240 --> 01:39:08,800
the delay out choice. 
To me it was just a poor choice.

1813
01:39:10,280 --> 01:39:13,880
And I don't understand the use 
of the blue, the blue boxes for 

1814
01:39:13,880 --> 01:39:17,200
notes when you have an entire 
column on the side like it 

1815
01:39:17,440 --> 01:39:21,560
didn't make any sense to me. 
I just think yeah I think the 

1816
01:39:21,560 --> 01:39:25,360
typeface changes were are were 
just inconsistent and yeah if I 

1817
01:39:25,360 --> 01:39:28,720
was just going by layout it 
would be honestly be like like a

1818
01:39:28,720 --> 01:39:30,000
three or four. 
I just. 

1819
01:39:30,360 --> 01:39:34,720
Think I was thinking A4 for 
layout and like A8 for art, you 

1820
01:39:34,720 --> 01:39:36,120
know? 
Yeah. 

1821
01:39:36,120 --> 01:39:41,560
So let's average that to. 6. 
I mean, the art really pulls it 

1822
01:39:41,560 --> 01:39:43,120
up and it makes me it. 
Really does, yeah. 

1823
01:39:43,480 --> 01:39:46,800
It makes me not want to give it 
that high of a score because of 

1824
01:39:48,640 --> 01:39:50,360
of how much I dislike the 
layout. 

1825
01:39:50,360 --> 01:39:53,440
And again, it's not that it's 
not completely legible, it's 

1826
01:39:53,440 --> 01:39:57,840
just the the use that it seems 
like they were going for was 

1827
01:39:57,840 --> 01:39:59,720
just poorly, poorly. 
Right. 

1828
01:40:00,720 --> 01:40:02,520
Usability. 
Fine. 

1829
01:40:03,360 --> 01:40:05,640
Yeah. 
I mean, it's unfortunate that it

1830
01:40:05,640 --> 01:40:10,000
refers to page lines so often. 
ISME like inline page 

1831
01:40:10,000 --> 01:40:12,080
references? 
And they aren't hyperlinked, but

1832
01:40:12,360 --> 01:40:14,360
bookmarks are great and they're 
plentiful. 

1833
01:40:15,280 --> 01:40:17,480
The table content is 
hyperlinked. 

1834
01:40:17,760 --> 01:40:24,240
There is a list of terms in the 
back for newer people into the 

1835
01:40:24,240 --> 01:40:27,640
RPG space. 
There's some good tables in the 

1836
01:40:27,640 --> 01:40:32,360
back too for rounding out a 
character, and I would say that 

1837
01:40:32,360 --> 01:40:38,960
putting the rule set 30 pages in
it does actually hamper the 

1838
01:40:38,960 --> 01:40:41,800
usability of of this as a game 
and system. 

1839
01:40:44,560 --> 01:40:47,320
Yeah, what are you thinking? 
Yeah, I mean, I agree with all 

1840
01:40:47,320 --> 01:40:49,320
of that. 
I also think that, yeah, I 

1841
01:40:49,320 --> 01:40:52,000
think, I think the digital tools
for the most part, obviously we 

1842
01:40:52,000 --> 01:40:56,200
would love it. 
I wouldn't mind the lack of MPH 

1843
01:40:56,200 --> 01:40:59,240
hyperlinks or inline hyperlinks 
as much, except they use them a 

1844
01:40:59,240 --> 01:41:02,000
lot, which is great for 
direction. 

1845
01:41:02,400 --> 01:41:05,160
Yeah, it's great for direction, 
but if you're gonna put it into 

1846
01:41:05,160 --> 01:41:08,080
your PDF, it would be really 
nice to have those hyperlinks. 

1847
01:41:08,360 --> 01:41:12,920
But to me that's like the I 
personally find it necessary, 

1848
01:41:12,920 --> 01:41:15,080
but in this course of what we 
use for scoring, that's the one 

1849
01:41:15,080 --> 01:41:18,840
I find the least in. 
Like I give the least. 

1850
01:41:18,880 --> 01:41:20,880
It's, I know that's one of the 
hardest ones to do. 

1851
01:41:22,000 --> 01:41:25,040
So I weigh that a little bit 
less than like even just having 

1852
01:41:25,040 --> 01:41:27,600
a fucking like like hyperlink, 
table of contents and bookmarks.

1853
01:41:27,600 --> 01:41:29,880
So the bookmarks are fantastic, 
they're very thorough. 

1854
01:41:30,000 --> 01:41:34,240
So it doesn't bother me as much.
I will say, like you said, there

1855
01:41:34,240 --> 01:41:40,000
there are. 
You don't know for 28 pages that

1856
01:41:40,000 --> 01:41:41,840
it's a dice ball game. 
It's never mentioned anywhere 

1857
01:41:41,840 --> 01:41:44,680
that it's a dice ball game. 
Yeah, you there is. 

1858
01:41:44,680 --> 01:41:47,040
Even in the test, there's that 
random part where like there's a

1859
01:41:47,040 --> 01:41:49,200
a very important part of the 
test where you always were at 

1860
01:41:49,200 --> 01:41:53,080
least one die and it's like the 
end of the next page or like 2 

1861
01:41:53,080 --> 01:41:54,320
pages later that should have 
been put. 

1862
01:41:54,320 --> 01:41:56,720
There's a lot of stuff that I 
would have rearranged to help 

1863
01:41:56,720 --> 01:42:00,280
with usability. 
There's things like bleed where 

1864
01:42:00,280 --> 01:42:02,560
like we had to dig around, try 
to figure out what it meant. 

1865
01:42:02,560 --> 01:42:05,240
To me that's a usability issue. 
I think the layout itself is a 

1866
01:42:05,240 --> 01:42:07,440
usability issue because that's 
where you could have like 

1867
01:42:07,880 --> 01:42:11,280
written a lot of that stuff in. 
Like anytime it references 

1868
01:42:11,280 --> 01:42:13,720
another page, if there's a whole
blank column on the side, you 

1869
01:42:13,720 --> 01:42:17,440
can give like a little quick, a 
little quick bit and then say 

1870
01:42:17,440 --> 01:42:21,120
for more go to this page, you 
know, I mean, I just think the 

1871
01:42:21,120 --> 01:42:23,520
layout is something that should 
have helped the usability and it

1872
01:42:23,520 --> 01:42:25,640
hurt it. 
I don't think it's bad. 

1873
01:42:25,720 --> 01:42:27,560
I think it's it's pretty 
average. 

1874
01:42:27,560 --> 01:42:29,640
I'm probably about like a like a
six for this too. 

1875
01:42:30,240 --> 01:42:32,680
I was about to say I'm probably 
about five for this, so I'm. 

1876
01:42:32,680 --> 01:42:37,640
Good with the five I'm good. 
With the five I again I yeah, 

1877
01:42:37,640 --> 01:42:39,240
the art really pulled up the one
above it. 

1878
01:42:39,520 --> 01:42:43,000
Rule set this is. 
Hard. 

1879
01:42:44,200 --> 01:42:46,080
I I like a loving, but the rule 
set? 

1880
01:42:46,200 --> 01:42:51,760
I like the dice pool system. 
I don't. 

1881
01:42:52,960 --> 01:42:56,480
I I kind of like the drive stats
as like a pool that you spanned 

1882
01:42:56,480 --> 01:43:00,040
as a resource. 
I don't love how. 

1883
01:43:00,040 --> 01:43:06,280
I mean obviously we don't like 
how luck is regenerated, but I 

1884
01:43:06,280 --> 01:43:09,040
like the idea of like making 
abilities for like a lighter 

1885
01:43:09,040 --> 01:43:10,920
weight game and like, yeah, you 
can just do an ability. 

1886
01:43:10,920 --> 01:43:12,480
Like I think that was a cool 
addition to this. 

1887
01:43:12,480 --> 01:43:16,200
And like I we we've played 
several dice pool systems now 

1888
01:43:16,200 --> 01:43:18,240
and I have one and it's like, I 
don't have that. 

1889
01:43:18,240 --> 01:43:19,920
I'm not going to add it to mine,
but I think it's cool. 

1890
01:43:21,440 --> 01:43:25,480
Yeah, I think a lot of us 
explained fairly poorly and I 

1891
01:43:25,480 --> 01:43:28,760
think there's too many keywords,
like, I mean, we could stripped 

1892
01:43:28,760 --> 01:43:32,000
out a ton of these words and 
just called the thing the thing 

1893
01:43:33,720 --> 01:43:36,880
for the rules that I'm probably 
actually like about a six, 

1894
01:43:36,880 --> 01:43:45,720
honestly. 
Yeah, I yeah, yeah, probably. 

1895
01:43:45,720 --> 01:43:47,600
I mean, that's the thing. 
This is this is one of those 

1896
01:43:47,600 --> 01:43:50,400
tough ones because I do I really
do like the bones of this for 

1897
01:43:50,400 --> 01:43:53,160
all the reasons that you said. 
But like my thing is like you 

1898
01:43:53,160 --> 01:43:56,480
barely even need stats for this 
because you could just have like

1899
01:43:57,840 --> 01:44:02,240
your attributes and then say 
that like you're you get just 

1900
01:44:02,240 --> 01:44:08,760
like pluses at like so if so for
example like like mana you get 

1901
01:44:08,760 --> 01:44:14,680
plus one mana to start and you 
spend it right, you could just 

1902
01:44:15,000 --> 01:44:18,760
have mind and you spend your 
mind points like it doesn't make

1903
01:44:18,760 --> 01:44:20,720
any difference. 
Like the the the derive stat is 

1904
01:44:20,720 --> 01:44:24,400
using the same number. 
You know what I mean like. 

1905
01:44:24,960 --> 01:44:28,280
Whenever you make a mind, well, 
if you're spending mind, do you?

1906
01:44:28,280 --> 01:44:31,200
Whenever you make a mind roll, 
are you still rolling all of 

1907
01:44:31,200 --> 01:44:33,240
your mind? 
Or is the do this go away? 

1908
01:44:33,360 --> 01:44:35,360
Because the nice thing about the
drive thing is they create these

1909
01:44:35,360 --> 01:44:38,920
pools that slowly drain so you 
run out of ability points. 

1910
01:44:39,240 --> 01:44:42,520
Like you don't want to run out 
of your stats, right? 

1911
01:44:42,600 --> 01:44:43,520
Yeah. 
Like, no, you're right. 

1912
01:44:43,720 --> 01:44:45,040
You're right, you're right, 
you're right, you're right. 

1913
01:44:45,280 --> 01:44:46,200
Yeah. 
I mean you could though. 

1914
01:44:46,200 --> 01:44:49,320
I mean that's a very caring ish 
thing to do and a very into the 

1915
01:44:49,320 --> 01:44:50,680
odd like actually using your 
stats. 

1916
01:44:50,680 --> 01:44:54,800
But no, I I agree with you. 
But like, again, so I like the 

1917
01:44:54,800 --> 01:44:56,440
bones. 
I like the dice pool. 

1918
01:44:56,440 --> 01:44:58,920
I like that there's just bad 
applications to a lot of it. 

1919
01:44:58,920 --> 01:45:02,120
Like, yeah, poor, poor 
explanation of defense roles, 

1920
01:45:02,120 --> 01:45:04,760
poor explanation with like a lot
of stuff in the Bestiary. 

1921
01:45:05,080 --> 01:45:07,680
That's thing is I think I I like
all the bones and I dislike a 

1922
01:45:07,680 --> 01:45:09,120
lot of the flesh. 
You know what I mean? 

1923
01:45:09,120 --> 01:45:12,960
Yeah, so I'm probably at about a
six, two, like again, like this 

1924
01:45:12,960 --> 01:45:15,280
is one of those games that I I 
really think like a two. 

1925
01:45:17,040 --> 01:45:18,760
EI is a game that I would 
really, really enjoy. 

1926
01:45:18,760 --> 01:45:20,720
I see a really, really good game
in here. 

1927
01:45:21,080 --> 01:45:25,720
I just think there's a lot of 
it's it's it's extremely 

1928
01:45:25,720 --> 01:45:30,320
inelegant and I feel like there 
were a lot of choices made where

1929
01:45:30,320 --> 01:45:31,880
there was like, this is the idea
I want. 

1930
01:45:31,880 --> 01:45:34,440
So I'm putting it in and didn't 
fix the problem. 

1931
01:45:34,440 --> 01:45:37,120
They just put in what they 
wanted to put in or they changed

1932
01:45:37,120 --> 01:45:38,680
their mind and didn't fix all 
the things they should have 

1933
01:45:38,680 --> 01:45:40,240
changed with it. 
So I'm about a six two 

1934
01:45:40,680 --> 01:45:44,920
originality. 
Yeah. 

1935
01:45:44,920 --> 01:45:49,080
So it's. 
Yes, it's. 

1936
01:45:49,640 --> 01:45:51,360
I don't know why I just turned 
the sound on for our stream. 

1937
01:45:54,200 --> 01:46:00,160
It does. 
It's not really like derived 

1938
01:46:00,160 --> 01:46:02,440
from any setting. 
It doesn't really reference any 

1939
01:46:02,440 --> 01:46:04,960
setting there. 
There isn't a lot about it that 

1940
01:46:04,960 --> 01:46:09,040
is like an original concept to 
this game. 

1941
01:46:09,040 --> 01:46:12,320
Mm hmm. 
So I don't know. 

1942
01:46:13,000 --> 01:46:16,040
This is one of those ones where 
like, and again, the people out 

1943
01:46:16,040 --> 01:46:19,920
there who love to talk and hear 
themselves talk, call it 

1944
01:46:19,920 --> 01:46:21,840
whatever the fuck you want. 
A game is a game. 

1945
01:46:22,640 --> 01:46:26,200
The book contains what I would 
call a system, right? 

1946
01:46:26,200 --> 01:46:29,320
To me, this is a system. 
This isn't what what I would 

1947
01:46:29,320 --> 01:46:31,360
call a game like. 
It's a game in that there are 

1948
01:46:31,360 --> 01:46:34,080
rules and stuff like that, but 
like to me like a quote UN quote

1949
01:46:34,080 --> 01:46:38,600
full game. 
There's like, I would call and 

1950
01:46:38,600 --> 01:46:41,520
again this is a game, but to me 
like the full part of it is 

1951
01:46:41,640 --> 01:46:44,680
something that also comes with a
little bit of setting and stuff 

1952
01:46:44,680 --> 01:46:49,320
like that too, like a Merck Borg
or like a like a like even into 

1953
01:46:49,320 --> 01:46:53,560
the odd or or. 
Yeah, there's not even really an

1954
01:46:53,600 --> 01:46:56,600
implied setting into. 
This, this is like this is like 

1955
01:46:56,600 --> 01:46:59,920
Cairn and nave to me. 
Not none of those have setting, 

1956
01:46:59,920 --> 01:47:03,120
they're just systems nave to me.
I haven't seen to eat. 

1957
01:47:03,120 --> 01:47:06,800
I mean there's more to it too, 
but like those are so I I would 

1958
01:47:06,800 --> 01:47:11,280
lump this in with with nave and 
Cairn and like derf and stuff 

1959
01:47:11,280 --> 01:47:13,720
like that, where the implication
is you got swords and Shields 

1960
01:47:13,720 --> 01:47:16,000
but other than that it's just a 
system, you know what I mean? 

1961
01:47:16,440 --> 01:47:19,080
So. 
So originally in the rules then.

1962
01:47:19,840 --> 01:47:24,400
Yeah, I think that it. 
Obviously there's nothing new, 

1963
01:47:25,560 --> 01:47:28,320
but I think there's a really 
cool, I think there are some 

1964
01:47:28,320 --> 01:47:31,640
different ways that things are 
used in an interesting, fun ways

1965
01:47:32,840 --> 01:47:34,560
because like, like you said, 
like what? 

1966
01:47:34,560 --> 01:47:35,320
What? 
What? 

1967
01:47:35,320 --> 01:47:37,360
What's the closest system to 
this that you can think of? 

1968
01:47:39,960 --> 01:47:40,920
Exactly. 
That's my point. 

1969
01:47:40,920 --> 01:47:42,280
Like, I really couldn't, 
Penguin. 

1970
01:47:42,480 --> 01:47:43,720
You know, you're right. 
Yeah. 

1971
01:47:43,760 --> 01:47:45,880
So, and I like it. 
I mean, once again, I like the 

1972
01:47:45,880 --> 01:47:48,280
bones of it so. 
Yeah, I I do enjoy the bones. 

1973
01:47:48,280 --> 01:47:50,400
I think the dice pool's great. 
I think the abilities are great.

1974
01:47:51,000 --> 01:47:52,960
I have the ability to add actual
point values and stuff like 

1975
01:47:52,960 --> 01:47:54,040
that. 
I think it would really shine a 

1976
01:47:54,040 --> 01:47:55,840
lot more. 
Yeah. 

1977
01:47:55,840 --> 01:47:57,080
I think the core of this is 
really good. 

1978
01:47:57,600 --> 01:47:59,520
What do you think of her 
originality then? 

1979
01:47:59,520 --> 01:48:00,400
I. 
Guess 6. 

1980
01:48:01,040 --> 01:48:02,200
I think it's 6 is good for this.
Yeah. 

1981
01:48:03,160 --> 01:48:07,240
Value. 
So on drive through RPG the PDF 

1982
01:48:07,240 --> 01:48:10,960
is $10 and again this is 100 
page PDF. 

1983
01:48:11,280 --> 01:48:17,840
The print on demand PDF 
hardcover standard color, 35 

1984
01:48:17,840 --> 01:48:20,000
bucks. 
I'm gonna do it. 

1985
01:48:21,520 --> 01:48:24,120
Yeah. 
Wow, that's incredibly 

1986
01:48:24,120 --> 01:48:26,440
affordable. 
Yeah, yeah, yeah, yeah. 

1987
01:48:27,200 --> 01:48:30,720
I mean, yeah, I mean Death in 
space is $35.00, but like 

1988
01:48:30,720 --> 01:48:32,760
that's, I mean that's one of the
rare ones, so it's just really 

1989
01:48:32,760 --> 01:48:33,560
good. 
Yeah, that one. 

1990
01:48:33,560 --> 01:48:35,520
I also, I think I've said I'm 
like, man, this is incredibly 

1991
01:48:35,600 --> 01:48:38,120
affordable. 
For like a $50 book, yeah, that 

1992
01:48:38,160 --> 01:48:42,400
should be like a $50 book. 
But I mean 100 the thing that so

1993
01:48:42,400 --> 01:48:47,360
you don't get setting with this,
but like on top of the rule set.

1994
01:48:47,840 --> 01:48:51,680
The the loot tables are cool. 
The B series huge. 

1995
01:48:51,920 --> 01:48:53,840
The monster generator is really 
neat. 

1996
01:48:53,840 --> 01:48:56,880
So you do get a lot of tools 
with the system, like the system

1997
01:48:56,880 --> 01:48:58,200
does come with cools. 
It's really neat. 

1998
01:48:58,960 --> 01:49:01,600
You do get an adventure in it, 
which is great. 

1999
01:49:03,280 --> 01:49:07,360
So in this you get the rule set.
You get the adventure. 

2000
01:49:07,640 --> 01:49:10,400
Oh, with with the map. 
There is a, there is a a map 

2001
01:49:10,400 --> 01:49:13,360
that comes within the PDF stuff.
You get the BCRI, the optional 

2002
01:49:13,360 --> 01:49:15,520
premade characters tables for 
rolling. 

2003
01:49:15,520 --> 01:49:16,960
Yeah. 
So you get you get all the stuff

2004
01:49:16,960 --> 01:49:18,720
that we talked about. 
So I think it's fine. 

2005
01:49:19,160 --> 01:49:23,800
I think it's, I think it's, it's
I think $35 for this and a 

2006
01:49:23,800 --> 01:49:25,680
hardback. 
I think it's interesting that 

2007
01:49:25,680 --> 01:49:32,080
there is no Unless I 
specifically clicked and that 

2008
01:49:32,080 --> 01:49:35,400
there's different things, I 
don't see a soft cover option, 

2009
01:49:40,880 --> 01:49:44,600
which is interesting. 
There's a pay what you want 

2010
01:49:44,600 --> 01:49:47,760
character sheet, which is cool. 
But yeah, I don't see a soft 

2011
01:49:47,760 --> 01:49:50,720
cover option. 
I just see the hardcover option.

2012
01:49:51,960 --> 01:49:54,560
So that that would raise the 
price. 

2013
01:49:54,560 --> 01:50:02,240
I mean I think that this as soft
cover at like you know 2025 

2014
01:50:02,240 --> 01:50:05,240
bucks would be more affordable, 
but I think it's fine. 

2015
01:50:05,360 --> 01:50:07,560
I think I'm probably at like a 
where do you where are you at 

2016
01:50:07,560 --> 01:50:10,280
for this? 
A six or seven maybe. 

2017
01:50:11,240 --> 01:50:14,320
Yeah, I'm probably at a six for 
this too, because, I mean, 

2018
01:50:14,320 --> 01:50:16,160
there's, I mean, I think there 
is like maybe one other 

2019
01:50:16,160 --> 01:50:21,880
adventure, but the there's not 
like a lot of extra. 

2020
01:50:21,880 --> 01:50:23,840
I mean it, it did just come out,
you know, a couple months ago, 

2021
01:50:24,080 --> 01:50:26,160
right? 
So that's it. 

2022
01:50:26,160 --> 01:50:28,960
That is TLDRPG. 
This is another one of those 

2023
01:50:28,960 --> 01:50:32,640
games very similar to mecha 
concrete, where also a dice pool

2024
01:50:32,640 --> 01:50:35,280
system. 
So dice pool system. 

2025
01:50:38,800 --> 01:50:44,160
So that'll be a 29 I think would
really benefit from a second 

2026
01:50:44,160 --> 01:50:48,040
edition with, I think, art 
fantastic. 

2027
01:50:48,040 --> 01:50:52,640
I think a new layout and a fine 
tooth comb through the rules to 

2028
01:50:53,560 --> 01:50:56,320
to fix some like kind of like 
glaring mistakes that I think 

2029
01:50:56,320 --> 01:50:57,440
are glaring. 
I think that I think the 

2030
01:50:57,440 --> 01:50:59,600
abilities have to be a mistake. 
I genuinely think those have to 

2031
01:50:59,600 --> 01:51:02,240
be a mistake. 
No, they they genuinely have to 

2032
01:51:02,240 --> 01:51:03,800
be a mistake. 
I don't. 

2033
01:51:03,800 --> 01:51:07,000
I think that like if they fix 
that, if they fix luck, if they 

2034
01:51:07,000 --> 01:51:09,800
explain things a little bit 
better and relayed it out, I 

2035
01:51:09,800 --> 01:51:11,800
think this would the all of 
these points. 

2036
01:51:12,000 --> 01:51:14,680
This could probably shoot up by 
a good like 8 + 8 points at 

2037
01:51:14,680 --> 01:51:16,560
least. 
Yeah, with just. 

2038
01:51:16,680 --> 01:51:20,400
Fixing the errors that are in it
and and and changing the layout 

2039
01:51:20,400 --> 01:51:22,320
a little bit I think would would
easily jump a lot of these 

2040
01:51:22,320 --> 01:51:27,320
points from sixes up to sevens 
and some of them into eights and

2041
01:51:27,320 --> 01:51:30,680
that's TLDRPG from Billy Blue. 
We'll make sure all the links 

2042
01:51:30,920 --> 01:51:35,560
are down below to Billy's art, 
which is fantastic to the game 

2043
01:51:35,920 --> 01:51:41,680
and and yeah, that's all we got,
what we have coming up. 

2044
01:51:42,040 --> 01:51:43,760
What do we have coming up? 
Tell me. 

2045
01:51:44,840 --> 01:51:47,040
So if you're listening to this 
now, there's no way I'm going to

2046
01:51:47,040 --> 01:51:51,400
get this episode out today. 
So go watch our interview. 

2047
01:51:51,400 --> 01:51:53,000
That is going to happen on 
Friday. 

2048
01:51:53,440 --> 01:51:58,160
We are going to be talking to 
Crescent Chimera for Astro 

2049
01:51:58,160 --> 01:52:01,520
Prisma. 
My goodness, did that project 

2050
01:52:01,520 --> 01:52:04,400
come out of fucking nowhere? 
I know I would. 

2051
01:52:04,760 --> 01:52:07,080
I'm so excited to talk to them 
because who are they? 

2052
01:52:07,280 --> 01:52:09,520
Where did this come? 
Yeah, what's? 

2053
01:52:09,840 --> 01:52:13,920
Insane. 
It's looks gorgeous. 

2054
01:52:13,920 --> 01:52:16,200
They've done all of it, you 
know, Apparently, like all the 

2055
01:52:16,200 --> 01:52:17,520
layout, all the writing, all the
art. 

2056
01:52:17,520 --> 01:52:19,760
It looks beautiful. 
They sent me an asset package. 

2057
01:52:19,760 --> 01:52:24,440
It's got like 3D, like moving 
gifts and renders and shit, like

2058
01:52:24,440 --> 01:52:27,880
the quality of everything 
beginning to end for someone 

2059
01:52:27,880 --> 01:52:30,480
that literally just like popped 
about a fucking nowhere. 

2060
01:52:30,800 --> 01:52:34,920
This project looks absolutely 
stunning and I'm so excited to 

2061
01:52:34,920 --> 01:52:36,840
like you to say, like figure out
who the fuck this person is 

2062
01:52:37,480 --> 01:52:41,360
nowhere and just my gosh, it's 
it's it's beautiful. 

2063
01:52:41,360 --> 01:52:43,200
A one person team doing all of 
that is insane. 

2064
01:52:43,560 --> 01:52:46,520
And to have so much of it looks 
like it's done before the game's

2065
01:52:46,520 --> 01:52:51,440
even out is crazy. 
And then on Monday we're going 

2066
01:52:51,440 --> 01:52:54,120
to be doing the second part of 
our trophy side quest. 

2067
01:52:54,600 --> 01:52:56,920
We already did Trophy Dark. 
We're going to be doing trophy 

2068
01:52:56,920 --> 01:53:00,400
gold. 
We're going to be continuing the

2069
01:53:00,560 --> 01:53:04,280
the adventure kind of from a 
warm and pleasant home into our 

2070
01:53:04,280 --> 01:53:05,480
adventure. 
It'll be another Michael Van 

2071
01:53:05,480 --> 01:53:07,880
Vleet adventure into trophy 
gold. 

2072
01:53:07,880 --> 01:53:12,360
Same crew is back Monday, and 
then next Friday we're going to 

2073
01:53:12,360 --> 01:53:17,800
be having Christian Sorrell meet
Castle on to do an actual play 

2074
01:53:17,800 --> 01:53:20,960
of Tacticians of Om. 
The game that they are. 

2075
01:53:21,200 --> 01:53:24,040
Yeah, you can snag it right now,
but it's they're they're they're

2076
01:53:25,200 --> 01:53:27,240
wolves upon the coast. 
It's funding it. 

2077
01:53:27,320 --> 01:53:28,520
Funding it. 
Yeah. 

2078
01:53:28,840 --> 01:53:32,000
What's he? 
I love calling it that. 

2079
01:53:32,000 --> 01:53:37,320
It makes me go. 
Wow, would you do that? 

2080
01:53:37,800 --> 01:53:39,880
Why would you say that? 
What's it? 

2081
01:53:40,600 --> 01:53:44,080
I know it is, but like why? 
It's fantastic. 

2082
01:53:44,080 --> 01:53:45,360
You can go get it now. 
It is. 

2083
01:53:45,360 --> 01:53:48,200
It's a work in progress that's 
like monthly updates, but it's 

2084
01:53:48,200 --> 01:53:49,680
playable now. 
It's beautiful. 

2085
01:53:49,680 --> 01:53:53,120
There's more art rolling out for
it and Meet Castle is one of the

2086
01:53:53,160 --> 01:53:57,400
the best people in the scene and
and is a is a fantastic game. 

2087
01:53:57,920 --> 01:53:59,920
I got to play test it. 
We've talked to them on the show

2088
01:53:59,920 --> 01:54:01,720
about it, so very excited to 
have them on. 

2089
01:54:01,920 --> 01:54:06,120
And then the week after that, 
Jert is back for For our Not Cat

2090
01:54:06,120 --> 01:54:10,520
Chats episode 3. 
Just a slow couple weeks for us,

2091
01:54:10,520 --> 01:54:12,160
you know? 
You know, just stacking 

2092
01:54:12,160 --> 01:54:13,760
everything in. 
Other projects to look at. 

2093
01:54:13,760 --> 01:54:16,360
Go back. 
Karen Box at 2 E from Space 

2094
01:54:16,360 --> 01:54:17,240
Penguin. 
Go back. 

2095
01:54:17,240 --> 01:54:21,080
Gardens of yen like Soul Muppet.
Yeah. 

2096
01:54:21,360 --> 01:54:24,360
And and that's what we got. 
That's our episode. 

2097
01:54:24,360 --> 01:54:29,160
We will see you tomorrow. 
Same time to talk with Astro 

2098
01:54:29,160 --> 01:54:30,920
Prisma or to talk about Astro 
Prisma. 

2099
01:54:31,680 --> 01:54:34,800
That's what I got. 
I will see you later buddy. 

2100
01:54:36,560 --> 01:54:39,280
Excuse me? 
Bye, bye.

