When you take a short rest in the Ironwood clearing Roll+WIS:

When you take a short rest in the Ironwood clearing Roll+WIS:

When you take a short rest in the Ironwood clearing Roll+WIS:

On a 10+, choose 3. On 7-9, choose 1.

You Recover as if you have rested for three days

You eat and drink to your fill and collect 3 rations

You experience a vision

You do not collapse into mystical sleep

Class Warfare Clarifications

Class Warfare Clarifications

Class Warfare Clarifications

This is an awesome book! I’m already planning to roll some of these into my campaign, and am making some new full playbooks.

I’ve come across some (what I think are) typos, and want to get feedback.

p. 39: for adventurers, it says “you may choose a move from one of the other rogue adventurer specialties” Correction right?

p. 106: for disciples, a similar issue, but I’m not sure which is correct (my guess is the latter):

“Your base damage is d6

“If you choose a magician speciality, reduce both your base damage by one die size (from d8 to d6)

Does anybody have a collection of fun starting situations?

Does anybody have a collection of fun starting situations?

Does anybody have a collection of fun starting situations? I saw one once (I think maybe from Adam Koebel) that had a really interesting mix of starting questions and reversed expectations. I think it had to do with an overturned cart and protecting someone you didn’t think you would be. Any leads?

Hi, new to the ‘Tavern. *raises mug*

Hi, new to the ‘Tavern. *raises mug*

Hi, new to the ‘Tavern. *raises mug*

Looking at an online game, and they had raised a concern that with the “xp on 6-” rule, that people constantly took actions to fail, which made the game less heroic. Is this a common problem? Does it indicate that the challenges are too easy, and therefore the GM isn’t helping the characters being awesome and heroic? Any thoughts or suggestions?