Daniel (@dungeondive) builds a full party live on camera: two full-fledged heroes plus two hired mercenaries. Bella Starkweather, a human wizard with the Bad Tempered background. Carrick Thorntok, a dwarf warrior with Wanderlust who must visit every settlement on the map. And mercenaries Lanthrum Silvermoon (thief) and Almeth Deltroft (warrior priest) round out the band.
The walkthrough exposes the system’s character creation in unforgiving detail. Stats roll D10 plus a species base, then 15 specialisation points distributed across five attributes (no more than 10 to any one). Skills are derived from Dex and Wisdom — and that’s where Daniel pushes back hardest. Combat skill comes off Dexterity, not Strength, which means his dwarf warrior with a 48 Strength still has only a 35% hit chance at level one. He calls this the system’s biggest design oddity. Encumbrance, durability rolls on starting gear (his broadsword arrives with one point of damage already), backgrounds, and class talents all get the same close reading.
Errata pile up — the Berserker class is named inconsistently with Barbarian, the Armour of the Father referenced by a background isn’t in the legendary items list — but the bones of the system are solid.
Should combat skill scale off Strength, Dexterity, or something else entirely? What’s the right RPG model?