1. I still don't like removal of HR. It's too harsh. Same with deciding the turn.
2. Hands of the Clock's extra damage feels like it gets very harsh very fast. Especially for that cost.
3. Splitting and remerging without combining the stamina loss will make this even more of a slog.
Play Draw Steel solo
Eon Dragon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #2 | 4.100 | 4.100 |
| Overall | #3 | 4.025 | 4.025 |
| Usability | #4 | 4.100 | 4.100 |
| Creativity | #8 | 4.150 | 4.150 |
| Theme | #14 | 3.750 | 3.750 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Outstanding work! This really feels like a campaign endgame solo. Very creative features and actions! Though I must say, hearing "and now your damage heals the dragon" would only unnecessarily confuse me. Unless the Director explains the whole feature to the players, it's very possible they will stop trying to hurt it and maybe even try to heal it instead. Which, taking into account the final villain action, would be catastrophic for the encounter.
Ooh...you know what, we debated the reversal of damage, and I really liked it because of the idea of its entropy "inverting", but I did not think for a second that it might be confusing. I just figured the Director would read the whole trait out loud 😅 But that's a very good point. I'll think about how to word it, but maybe we just make it go into the negatives. Thanks!
So cool! You made a time dragon, and I made a crazy herald of a time dragon! We had some similar ideas between our submissions, especially your “The End” and my “Your new home, the onyx realm”, A DPS check! I love it.
I think my favorite feature is as sand through an hourglass, the flavor is fun, and the mechanic is interesting.
My only feedback, both BREATH OF FORGOTTEN CENTURIES and HURL THROUGH INFINITY have 5e saving throws, and target multiple players. In my opinion, that will slow down an already lengthy combat with lots of abilities to keep track of. I would recommend doing the single power roll with potencies to keep turns from dragging. Just my opinion.
So many cool abilities. The only lament is that it will take so long before I can introduce this to my players.
Alright, question: did you know you that you didn't have to cook so hard?! This is time dragon has everything I want out of a capstone campaign end monster. With crazy abilities that break the game in unique and flavorful ways, I want to run it SO BAD! Hit's the theme because it'll take another year for my players to be high enough level to fight it XD




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