Here are my currently open questions for #WindWraith as of August 16.
I’m not just looking for official answers, anyone can chime in with homebrew answers and rulings like if you solved a similar problem when running Yoon-Suin or Veins of the Earth or your own conconctions.
How do cleric get spell if the deities are dead?
What is the range of a standard d4 cannon? Weirdo super cannons vary from 250′ to 400′.
There’s a -3 shark armor. We use descending AC. Does that mean 9 - 3 = 6, or does it mean -3 total?
It says you get XP for value of resources when traded or treasure when spent. So question 4a: how can I best figure out those values, and 4b: do I also add treasure from OSE/RC or do I stick to the more limited treasure from Wind Wraith itself?
(Already received an answer to: which classes are OK: Use the new aquatic elf instead of wood elves, the other classes are fine. There’s a new wind mage but normal magic-users exist also. Goblins are common in the setting, use the Halfling class for them (and use that class for Halflings also which are just as common). Our group has an entomologist character which is awesome, so many choices even at low levels, a really flexible and powerful class.)
And then the fifth question I can kinda guess the answer to: there are rules for what happens when you end the session in a dungeon but there aren’t any dungeons. Conclusion: I’m allowed to add in some dungeons to this thing! 🕳️
Spent lots of time prepping #WindWraith today. Fun. I made one sea with 26 islands and started detailing one of them. I’m realizing I’m gonna need a separate bestiary section in the bujo for the generated monsters. This notebook has a lined section and a squared section, which is great. I’m really enjoying the hexes-on-squares hack I came up with a while back. That makes it easy to sail in the cardinal directions while still using hex-based island placement, but the main point is to get to use this notebook—had I a hex note book I woulda used that instead.
One thing I miss is clearer guidande for treasure amounts, treasure placement (is it as per OSE? I assume less b/c scarcity, but then how much?), and prices (for things like ships). In #GhostsOfSaltmarsh and #GoldenVoyages it’s clear to see when players can get a particular ship class—when they can afford it. Here, not so much.
We started playing a #WindWraith campaign! It requires some prep work as a DM but there is an intro adventure to get started right away even as the book arrived just hours before game night. We’re wrestling with some meta issues like “how many retainers should we have?” RC suggests up to five retainers for a party that has a char 14 character, which I think is good for this starting island “funnel”. We only have two players!?! My group has dwindled horribly. So it sounds good to me that they have some hired help.
RC also suggests the DM run these retainers and that’s what they do on Knights on the Dinner Table but that’s not how we did it in the old Lab Lord / LotFP group I was a player in before I started my own group. The players ran the retainers there, which is what I prefer.
I’m loving the system. We’re using the Suldokar’s Wake method for THAC0 which is lightning fast: roll THAC0 or higher, ior AC or under, to hit, i.e. “roll extremes” is good, and middling rolls are misses.