I’m sharing pieces of the advice I’m including in Hundred Dungeons in hopes that it might reach more people and be helpful. What follows is one excerpt from the upcoming GM’s Guide for Hundred Dungeons. While it focuses on that game, the advice is broadly applicable to any game involving open, creative play.
Digging into the Math of Hundred Dungeons
Today I drew up a quick and dirty stat comparison for the Hundred Dungeons classes. It was really illuminating!
To begin, I plotted each class’s Defense, Average Damage, Hit Point Range, and Average Hit Points. I was measuring everything at absolute optimization (which there isn't a lot of in the game, but still I wanted to see what might emerge as broken).
Spell Formats and Hundred Dungeons
Hundred Dungeons: The Wizard
Esoteric scholars and purveyors of forbidden magical mysteries, wizards represent the most studious and focused of spellcasters. Their search for the boundaries of possibility and the unearthing of lost knowledge frequently sends them into danger.
Even the most noble of wizards feels a pang of loss when secrets are hidden from them. The less compassionate of their colleagues dabble in even more dubious arts in the pursuit of arcane power.
Hundred Dungeons: The Warrior
Daring in exploits, warriors are skilled fighters and tacticians who lead others to greatness. Their courage, intuition, and discipline extend beyond the battlefield to the expedition, the court, and the communities they look after.
Whether hardened mercenaries, village officers, or jovial travelers, warriors are a symbol of the struggle for peace. They show others what’s worth fighting for.