With a new ruleset comes new questions on how to play. Yes, FAQs are one of the appendices in the rulebook, which means yes, I’m almost finished with the writing phase of version 1.30. Here are some of the FAQs:
Q: I’d like to defend, but if I parry, I don’t get to do anything else! How do I avoid taking damage, and still attack?
A: You could move to defensive posture if the situation permits. Wear armor. And if you have friends, they could try parrying for you, but that might involve a challenging difficulty penalty.
Q: My spell doesn’t seem to have any mechanical benefits. What’s the point?
A: Besides the in-game effects, your GM is welcome to grant you the benefit of the doubt in tied contests, or even when you fail a contest by one (if he’s feeling gracious). Roleplaying the spell well could also earn you a hero point.
Q: Is my contest success better if I roll 20? What if I roll 1?
A: There are only three outcomes to contests. If your contest is higher than your opponent’s contest, you succeed. If you tie, you reroll or the GM decides. If your contest is lower, you do not achieve your goal, but may still find some success.
Q: What makes my character a hero, if all characters use the same generation rules?
A: Two things: hero points and levels. Non-heroes are generally amateurs, professionals, and experts (levels 1-3), and only heroes and villains get hero points.