I was thinking about making the special skills a limited use thing. Which ever special skill the player chooses, it can only be used 3 times on each level. If they upgrade a skill, they get more uses for the following levels. There will most likely be more special skills to come.
About traps. I think I will adjust how the traps work. Certain traps like the shooting spikes and auto turrets are motioned censored. So the player will have to test agility to dodge. Most of the other traps will give the player a choice to spend extra time avoiding the trap or deal with them head on by making a test and risking health. The player voids these choices if they are running when they enter the room.
Slight change to the Run action:
Run: You may choose to run through your current room to the next to avoid losing time, but any monsters you encounter will appear at close range and any traps encountered will not be avoided. To run, you must discard one Skill die. The player can run for an amount of turns equal to the skill die they used. If it is a Time Skill die, then you may roll for a new skill die. (+1 Time)
What do you guys think so far? I would really appreciate some more feedback. I also plan on balancing and adjusting the event tables some more.
Opinions on special skills:
I was thinking about making the special skills a limited use thing. Which ever special skill the player chooses, it can only be used 3 times on each level. If they upgrade a skill, they get more uses for the following levels. There will most likely be more special skills to come.
About traps. I think I will adjust how the traps work. Certain traps like the shooting spikes and auto turrets are motioned censored. So the player will have to test agility to dodge. Most of the other traps will give the player a choice to spend extra time avoiding the trap or deal with them head on by making a test and risking health. The player voids these choices if they are running when they enter the room.
Slight change to the Run action:
Run: You may choose to run through your current room to the next to avoid losing time, but any monsters you encounter will appear at close range and any traps encountered will not be avoided. To run, you must discard one Skill die. The player can run for an amount of turns equal to the skill die they used. If it is a Time Skill die, then you may roll for a new skill die. (+1 Time)
What do you guys think so far? I would really appreciate some more feedback. I also plan on balancing and adjusting the event tables some more.