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Okay, there is a lot of good things about the TTRPG, but there are also some things that would never make it out of basic QC, testing, and editing. Heck, some of the index outright takes you to the wrong pages, like the potion crafting skill in the index take you to page 217, which is loot boxes. So here are some of the big ones: 1) Systems with no mechanics or clarification of explanation in future content. Using guilds are guild trainers are mentioned all over the place, there are no sections on how guilds work. Level 20 skills are mentioned in multiple places, but no information on how they work. Talks about potions, but there are no clear potion descriptions other than healing and mana. Then the alchemy section talks about mixing and making new potions, but there are no potion descriptions for anything but healing and mana, or mechanics, or ways to gather ingredient, or what different ingredient does. Some of the other crafting rules are just as vague and incomplete. You even have crafting box rewards.... but what do they do? 2) No Economy: So you get gold, you get access to shops on floor 3, but there are no price tables anywhere. There is even an achievement for buying things in the 3rd floor description, but no way to figure out what things cost. I have never played a gear centric game that doesn't have an equipment section with costs for things. The only thing I can remember finding that costs money is 3000gp for a enhanced pet biscuit, and we are back to point 1, there is no place that it tells you or has a table for what the enhanced pet biscuit does. And the cost of crafting tables. But nothing on cost of items, training, crafting supplies, etc. Again, loot centric game, over half the available floors you have access to shops, no price list or even examples. 3) No player guild/personal space breakdown. Level 3 is a huge upgrade in the books, making a player guild, getting your player spaces, rules: none. Solutions: Some of this I can say could just be pushed to expansion content, but it should be expressed as expansion content to come. But some of the core things, like the economy of the dungeon, should be in the book. The enhanced crawler biscuit is a core mechanic from the books, this should be covered on a table in the core book. Other things like how NPC guilds work could have been given very basic details like, basic pricing for training and a short example of what a few guilds sell, then given an expansion book just like skill level 20 could have bold text in the skill section saying: "We will cover this in a later book in detail" Otherwise, your audience will look for how it works. Instead of 300+ pages of floor design. How about give short examples of how those floors work, clear instructions on building your own versions of those floors and then put out an expansion book or 3 to flesh them out. The rules tell you the basics of how to build the content, we just need guidelines for the floors and examples to get us started, this would have left lots of space for the important functions that should be in any core book. As it stands, I cannot recommend this to anyone, as it is missing to many things that should have never been cut in favor of having a 300 page campaign in the core book, instead of as a campaign supplement. Core book needs to have all the core rules, tables, how to build your own floors, and mechanics. Everything else should be extra if you can fit it in, or a series of supplements.

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