#gamedev
So i started making a bible for #RogueSouls to consolidate a bunch of my notes which had become fragmented, and i realized along the way that it was legit starting to look more like a ttrpg book.
I also did a terrible thing and slashed my "class" list from 28 down to 12 when i realized that many of them felt more like sub-classes than full, proper character classes. Simplicity, eh?
Over the last week I've also expanded some of the mechanics that differentiate classes, which include some more proactive dice rolls and alternatives to failure for the vast majority of actions/rolls.