Hundred Dungeons Feedback

Let’s get a topic/thread spun up to capture (and possibly discuss) feedback on all things Hundred Dungeons

Whether it’s mechanics, explanations, document layout, implementation details, or reporting typos - this is a place to capture everything

Document Version alpha v0.5

Typos identified

p65 - Bakcpack should be Backpack corrected in 0.6

Document Flow

Containers items listed on p60, but rules for containers listed later, on p65. Some confusion resulted clarifying header added 0.6

Questions

  • Do equipped weapons occupy equipment slots?
  • What is the purpose of the “Storage” section on character sheet?
    Can/should long-term item storage be included on the character sheet?
  • Do backpacks (and other containers) consume equipment slots?

I’d like to get some feedback from @Rexon, @RasputinPGrendel and @slrbennett about the first session the other night (you can DM me if you’d prefer not to have it visible here)

  • Something in the Hundred Dungeons mechanics that you really like?
  • What didn’t you much care for?
  • Something you came in or left unclear about?
  • Something you want to try in a future test?

I won’t mind providing my feedback openly, but I would probably prefer another crack at playing before answering these questions.

  • the weather being included and the Druid options
  • Action options in the wild, exploration, camping
  • Equipment- Bard with no instrument
  • Seeing how spells work for the druid and how ofter rulings not rules come into play with the removal of feats and abilities
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I left my notes with you ooops,

In general it was fun, some balance opportunities on ranger sub classes.

Wilds felt a little controlled, like I was locked into a niche. Enjoyed the simpler character build and stats. After one play I think I like the skills approach better.

Not sure how item storage is going to work out, but it’s likely needed

Day/night cycles need to be tracked, made apparent.

Inspiration/ exhaustion usage make sense

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I’ll claim ownership of the issues we had with The Wild - I entirely over-played that bit and didn’t imbue it with enough variety or meaning.

I am planning on working out those details and revisiting it in a future session.

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On the Berserker’s Battle Cry (p22), the text reads (emphasis mine):

If you take damage or make an attack before that time, the battle cry lasts an additional turn.

By letter, it could be read to mean anyone’s turn, and that its extensions could stack:

  • Combat Round 1
    • Turn 1: Blaidd exploits Battle Cry: expires Round 2, Turn 1 (R2T1)
      Blaidd attacks Cultist 1; his Battle Cry will expire R2T2
    • Turn 2: Cultist 1 hits Blaidd for 3 damage; Battle Cry will expire R2T3
  • Combat Round 2
    • R2T1: Blaidd attacks Cultist 1; Battle Cry will expire R2T4
    • R2T2: Cultist 1 hits Blaidd for 1 damage; Battle Cry will expire R2T5

I believe the spirit of the exploit is to extend Battle Cry by another round:

  • Combat Round 1
    • R1T1: Blaidd exploits Battle Cry: expires at end of R2T1
      Blaidd attacks Cultist 1; Battle Cry will expire at end of R3T1
    • R1T2: Cultist 1 hits Blaidd for 3 damage; no change to Battle Cry
  • Combat Round 2
    • R2T1: Blaidd misses attack on Cultist 1; Battle Cry will expire at end of R4T1
    • R2T2: Cultist 1 misses attack on Blaidd; no change to Battle Cry

I recognize the possibility that neither of these is correct-as-intended

edit: document version alpha 0.5

The Rogue’s Sneak Attack description reads:

Once per turn, when you hit a creature with a ranged weapon or one that has the trait Light, the weapon inflicts an extra d6 damage for each level of Rogue you have if the target is within 5 feet of a creature hostile to them, or if the attack was mighty.

I assume this is rate-limited to once per combat round, but could be read to allow the Rogue to Sneak Attack as part of their Attack action, then again as part of an Opportunity Attack reaction by virtue of that being triggered on a different (someone else’s) turn (tbh, I 100% do not hate this!)

EtA: There are a lot of stipulations packed into that one sentence. Would it flow better to break it up a bit? Something like:

Once per turn on a successful hit, your Ranged or Light weapon may inflict extra damage equal to 1d6 per Rogue level. The extra damage only applies if the attack was Mighty or the target is within 5 feet of a creature hostile to them.

edit: document version alpha 0.5

In document version alpha 0.5, p. 15, the Acrobat’s Martial Artist exploit refers to “opportunity attack” but this term is not defined (and does not appear) elsewhere in the document

The Provoking Attacks section (p. 74) specifies conditions for attacking an enemy as a reaction, but it is not clear that a character provokes Reaction attacks in the same ways

Last one for today, I promise!

Document version: alpha 0.5

Ability names appear to consistently employ Title Casing, lists of discrete terms are often bolded, class options appear to employ Bolded Title Casing

Terms like mighty, weak, quick action, etc. appear throughout without differentiation from the general text.

Is there a benefit to marking these (and other) mechanical keywords in some way?

I will keep them aside for you and have shared them with Graham already

Thanks for the feedback, everyone!

Couple of details: the berserker’s r̶a̶g̶e̶ battle cry should read “an additional round.” That’s a typo. Sneak attack is limited to once on any character/creature/player’s turn like in 5E (I like your suggested revision to the language too). Opportunity attacks should just be called “provoked attacks” and I’ll go make sure that’s consistent.

Going to consider all other feedback and see how it plays for me as I continue to run the game. On the note of game terms being capitalized, bolded, italicized, etc., I’m still working out what’s best. I’m generally in favor of natural language and against capitalization unless it’s specifically a name (of a feature, mode of play, etc.).

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Just to help with running/playing the berserker, my goal is that they should almost always be able to battle cry, and its benefits are generally assumed to be active while the berserker is active in combat.

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