thanks for the tip, I altered it with your suggestion in mind.
Hunka Dunka
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The numbers don’t indicate the next room you need to go to directly. Instead, each room represents a die face (1 to 6), which is the sequence order. Inside each room, you’ll find a number that number tells you which room to go to next.
- So sequence 1 go to 1
- sequence 2 go to 3
- sequence 3 go to 6,
- sequence 4 go to 2
- sequence 5 go to 4
- and sequence 6 go to 5 (which transports you to 7).
Hello Belmoth,
Thank you for your interest in my work. I really appreciate it.
About your comment it is the other way around. You want higher stats on your attributes to make good things happen more easily, and bad tings less frequent. For example with combat you want high stats to make attacking easier and make your defenses better. So attacking you need to roll under (value less than) your attribute, and being attacked (defending) you need to roll over(value greater than) your attribute.
I used the terms "roll over" and "roll under" because these are terms often used in ttrpg. For example see "Lasers & Feelings" which also uses this term. I added examples in V1.2 in the hopes that this makes it more clearer.
Essentially, if something bad happens to you like: getting attacked, a trap goes off, resisting a poison or disease; then you need to roll over your score. And if you want to do an action against something, like: attacking, rolling for a skill/talent, do magic; then you need to roll under your score.
Do you think that this is currently unclear? I can make an update on the page to clarify it more.



