Hey, Brazilian fan here. I just played this with a couple friends the other day and had a blast. I liked it so much that I made a portuguese translation to play with some other friends that can't read english or spanish. Would you be interested if I sent it to you? Thanks.
yes, by all means! My portuguese is rusty, but I can understand a little bit of it (I've visited Brasil many times <3) I'm flattered and want to thank you for your support. I'm glad that you guys are enjoying the game :D
The 24XX system doesn't have hit points, armor class or a difficulty to hit or harm in combat. When the GM says something's risky and a PC wants to try anyway, then there's a dice roll. If a disaster occurs, then the GM describes a negative outcome or condition. Your PC can die only if the GM declares that there's risk of death beforehand. But yeah, that means that you could die in a single action if you roll badly.
That's where the Defense mechanic comes in: it lets you "break" an item you have (as long as it makes sense in the fiction) to turn a hit (which could be lethal) into a minor hindrance (which could give you a penalization to future related rolls).
This is how it works in most 24XX games. The main difference in DYING SUN is that you can wear many "localized" pieces of armor in different body parts (normally 3, tho warriors can wear 5). Which, if you abstract it as resources, it kinda works like hit points when you decide to break them in order to avoid harm.
So, to answer your question, each piece of armor you are wearing is there to break when you are about to get hit. If you don't have any more, you are defenseless, so better repair or craft more protection!
Another particularity of DYING SUN is that items have a material quality. Low/med quality items might break from wear or on bad rolls (this gives the GM "permission" to spend your resources and make you gather/craft more often... Think a la Zelda: Breath of the Wild). Which does balance out with the fact of being able to be wearing so many pieces of armor ( because it might break even if you are not using them as defense to avoid a hit).
If you need more clarification, don't hesitate to ask ☺️. I would also recommend you check the 2400 emergency rules (which is free) https://jasontocci.itch.io/2400 where the creator of the 2400 system explains more in depth the nuisances of the mechanics.
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Hey, Brazilian fan here. I just played this with a couple friends the other day and had a blast. I liked it so much that I made a portuguese translation to play with some other friends that can't read english or spanish. Would you be interested if I sent it to you? Thanks.
yes, by all means! My portuguese is rusty, but I can understand a little bit of it (I've visited Brasil many times <3)
I'm flattered and want to thank you for your support. I'm glad that you guys are enjoying the game :D
Great! How can I send it?
Send me a direct message at mastodon (https://dice.camp/@tatooka) or twitter (https://twitter.com/TaTooKa)
I tried to buy this with PayPal but it looks like doesn't work for EU/UK transactions. Is there another way to get it?
huh, is it an issue on itch.io 's side, or on PayPal?
Can you try with another method, like Stripe or a regular credit card?
If not, hit me up again and I'll help you get it somehow, no worries.
I'm not seeing a Stripe/credit card option, just Paypal and that is erroring out
sent you a DM in @dice.camp ! :]
Hi there!
The 24XX system doesn't have hit points, armor class or a difficulty to hit or harm in combat. When the GM says something's risky and a PC wants to try anyway, then there's a dice roll. If a disaster occurs, then the GM describes a negative outcome or condition. Your PC can die only if the GM declares that there's risk of death beforehand. But yeah, that means that you could die in a single action if you roll badly.
That's where the Defense mechanic comes in: it lets you "break" an item you have (as long as it makes sense in the fiction) to turn a hit (which could be lethal) into a minor hindrance (which could give you a penalization to future related rolls).
This is how it works in most 24XX games. The main difference in DYING SUN is that you can wear many "localized" pieces of armor in different body parts (normally 3, tho warriors can wear 5). Which, if you abstract it as resources, it kinda works like hit points when you decide to break them in order to avoid harm.
So, to answer your question, each piece of armor you are wearing is there to break when you are about to get hit. If you don't have any more, you are defenseless, so better repair or craft more protection!
Another particularity of DYING SUN is that items have a material quality. Low/med quality items might break from wear or on bad rolls (this gives the GM "permission" to spend your resources and make you gather/craft more often... Think a la Zelda: Breath of the Wild). Which does balance out with the fact of being able to be wearing so many pieces of armor ( because it might break even if you are not using them as defense to avoid a hit).
If you need more clarification, don't hesitate to ask ☺️. I would also recommend you check the 2400 emergency rules (which is free) https://jasontocci.itch.io/2400 where the creator of the 2400 system explains more in depth the nuisances of the mechanics.