π The speaker recently obtained the physical version of Advanced Tiny Dungeon, which was difficult to find in Europe.
π² The main difference between Advanced Tiny Dungeon and regular Tiny Dungeon is the introduction of an armor class (AC) system in combat.
π― In regular Tiny Dungeon, players need to roll a 5 or higher to damage opponents, regardless of armor or speed. Advanced Tiny Dungeon allows for lower AC targets, making combat more balanced.
βοΈ In Advanced Tiny Dungeon, every successful die roll inflicts one point of damage, or two points for heavy melee weapons. This provides a clearer and more intuitive damage system.
π Advanced Tiny Dungeon introduces a class structure where players choose two specialties to determine their class. Classes include Archer, Explorer, Fighter, Mage, Paladin, Thief, and more.
π The system allows for renaming classes to suit individual preferences or character concepts.
𧬠Heritages are still present in Advanced Tiny Dungeon, defining hit points (HP) and armor class (AC). The maximum AC allowed is 5, regardless of combinations or abilities.
π Instead of hit points, Advanced Tiny Dungeon uses a combination of trauma and stress to represent physical and mental damage.
π Optional rules in the book cover various aspects, such as critical hits, character drawbacks, XP methods, item usage, repairs, and setting up camps.
π The speaker personally finds the Advanced Tiny Dungeon system worth having, especially for playing with their son or solo gaming. They appreciate the simplicity and ease of play, as well as the versatility to merge with other systems.