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! 🕳️