So far I've read the Player's Guide and skipped through the core book. I'm not sure whether I like Numenera or not.
The central mechanics are pretty cool:
The system requires only three dice: a d20, a d6, and a d100. (OK, a d100 is two dice unless one is brave/stupid enough to use a Zocchihedron.) Every challenge -- from combat to a steep climb to a seduction -- has a Rating from 0 to 10. 0 is trivial, an automatic success; 10 is nigh-impossible. To beat
Been gone, haven't I? Well, I'm back,and I've got news. Over here (https://drive.google.com/#folders/0B...GpENmp3SGtmLXc) I' working on a new version of Mythus (a rewrite basiccally) and you get to comment on it.
Comments always welcome on the following blogs:
This is the last sample record I have planned. If you wish to consider what encounters of normal difficulty for a party of six PCs would consist of, without regard for the likelihood of the encounter elements actually being found together, then here are two:
Edeluthon Meebayriakalatinod1 Lava Fall trap3 Angels of Watchfulness Encounter Two
Sanial Majnun6 Abyssal Scavengers
Master of Smokeless
Updated 03-14-2014 at 07:17 AM by Umiushi
Great Elemental Shaman of the Goblins
Level 29 Elite Skirmisher (Leader)
Small Natural Humanoid (Goblin)
Alignment: Chaotic Evil
Languages: Goblin, Primordial, Dwarven, Common
Str 9 (+13) Con 27 (+22) Dex 24 (+21) Int 27 (+22) Wis 30 (+24) Cha 23 (+20)
Arcana +27, Nature +29, Thievery +23
Leather armor, totem spear
Cloak of Doom (aura 3 after Aura of Doom is used) enemies within the aura grant
Updated 10-09-2013 at 11:25 PM by Umiushi
Level 29 Warder
Bright, molten veins appear in one of the giant stalactites on the cavern's ceiling, the one directly over your head. A moment later, it bursts open and drops, releasing a downward flood of glowing lava.
Trap: Five stalactites in the area are enchanted to release elemental magma from an overhead reservoir when an enemy enters any square directly below them.
DC 38 (active) to realize there is a layer of molten