I give it a 3/5. As a system, the only game design principals that this game has is the game design principal of limited resources and advancement. Advancement deals in that your character gets skill points through play, but even these are treated as a currency and are used to buy off death or being hit by monstrous abilities such as a basilisks stare turning you to stone. You don't level up immediately with skill points, but instead you hold onto them for use as the above or spend 7 of them to gain a new talent. Talents in this game do static things that always work, but can only be used X times per day in some cases. Talents like Frugal automatically haggle prices down 25%, while others like Oracle allow you to use their ability (in this case tell a prophecy) once per day. Outside of Talents, which as just mentioned are used as passive abilities or actives with uses per day, you have three items in the equipment list which act differently than each other (not counting obviously provisions which act as normal (X days/weeks rations)). Bows, which can be fired up to 200' away to reduce the strength of a foe by 1 type or the number of rounds needed to slay a group by 1. Armor and Shields, which do the same thing and are not differentiated, they both can be sundered if lethal wounds are accrued in order to avoid death via cancelling the gaining of those wounds and then must be repaired at 25% cost before they can be worn again. All other weapons do the same thing, that is to say in the combat system they are merely cosmetic. Traps have to be actively searched for which I like and prefer, usually house ruling out the "Search" skill in any other game because it encourages brute forcing your way through adventuring, while at the same time existing in games where tactics and combat competency are necessities to survival and brute forcing is shamed because of the difference between life and death. Traps deal up to 25 wounds and generally allow you to spend a skill point to half that amount. Combat amounts to, "Your party will take X wounds, mitigated by the arrows spent before the round." and then you divy them up amongst yourselves.
In my opinion, it's okay if you're in a situation where you literally cannot obtain dice and you NEED to roleplay, but otherwise it's a wireframe for which you have to build upon to make it playable for any sort of long running campaign wherein the system of play isn't just "you need to spend X things to stay alive or to avoid this consequence."
3/5 because it was only $3.50 at that price I can't comlain too much. Would be lower if it cost more.
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