Tweak
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notes.md
28
notes.md
@ -32,13 +32,13 @@ Sorry this isn't more fleshed out, honestly this is my first stab at defining th
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7th region - Chained Apex
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6th region - Frigid Plateau
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5th region - Kingdom of Failures
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4th region - Mycelium Jungles
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3rd region - Gambler's Bluff
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2nd region - Dotted Caves
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1st region - Foothills and Forests
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7th region - Chained Apex
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6th region - Frigid Plateau
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5th region - Kingdom of Failures
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4th region - Mycelium Jungles
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3rd region - Gambler's Bluff
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2nd region - Dotted Caves
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1st region - Foothills and Forests
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Foothills and Forests - A dense, but navigable forest that covers the lowest parts of the ascent. The flora here seems to grow unnaturally fast, so any attempt at establishing a permanent road has met with failure. The average angle of the slope is about 60 degrees, which also impedes all but the simplest of construction efforts.
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@ -57,7 +57,17 @@ Chained Apex - Visibility on the plateau is nearly non-existent, but for those f
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...
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crit ranges could be a skill?
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crit ranges could be a skill? - no, they're too useful
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I need to start transplanting old text into the new rules file.
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I need to start transplanting old text into the new rules file.
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---
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Fate stones?
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My D&D group uses 3 plastic gems/stones to represent inspiration, and they're quite liberal with it.
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Today, following lady luck's "fuck you", I realized it created an awesome story....
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So what if there was an artifact called "fate stones"?
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You could essentially "consume" one to try and twist fate in your favour, by buying a reroll?
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The trick is, these are in-game artifacts, and need to be found.
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