We are looking to tighten the tactical experience of our crawls. The goal of the system is to balance risk, reward, and resource management into a cohesive "rule of three" that dictates every encounter. Parallel to this, the new DUNGEON RULES provide the environmental "laws" that keep every run feeling distinct and dangerous. I. The TRI-FECTA Mechanics
Should Dungeon Rules become more punishing based on character level, or should the environment remain a static "hard" floor? RFC - TRI-FECTA - DUNGEON RULES - Dom Llamas, K...
The "TRI-FECTA" represents the three pillars of a successful turn. Every action must now weigh these three costs: We are looking to tighten the tactical experience
A shared party pool. If Resolve hits zero, the "Dungeon Fear" kicks in, forcing a retreat or a high-stakes "Last Stand." II. New DUNGEON RULES (Standardized) Every action must now weigh these three costs:
Before we lock these in for the next playtest, we’d like your thoughts on: