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Guild Chronicles™ Core Rules

We have finalized the Core Rules! To our Kickstarter backers, please claim a community copy below. We will update you when the final version is live and continue to provide updates about physical prints as we make progress with the proofing process. What Makes Guild Chronicles Different? Designed to allow for flexible, creative, outside the box play Character creation is non-linear and allows even starting characters to be unique, specialized and engaging. Interacting with the world using checks allows you to flexibly combine Attributes and Skills to better capture the task you are trying to accomplish. When you make an attack in Guild Chronicles, you combine a power (from the Classes you’ve selected) with a weapon’s Strike. Changing weapons allows you to quickly change your playstyle and flexibly slide into other roles. Limits frustrating results from bad luck in a few ways Most rolls will use two or more dice, creating more average results and far fewer unlucky “botches.” There is no “roll to hit” in Guild Chronicles – no more turns spent doing nothing because of bad luck! For an attack to critically hit, only one of the dice needs to result in the maximum result; you might even get more than one critical hit in a turn! Designed to reward collaboration Powers that grant allies bonuses get more “bang for your buck” than ones that only affect your own character. Many powers allow unique strategies and powerful combinations when used on teammates. Thoughtful planning of diverse individual builds can allow groups to function far more optimally.

Guild Chronicles 1 games· 44 followers· 4 ratings· portfolio 40 View creator →
$25.00 USD
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