Thanks so much for your feedback. It means the world to me that you’ve taken the time and effort to give it!
I totally get your concern regarding the dice roll. And perhaps that is where I may lose a few folks. The game is most like playing a table-top RPG…where indeed a bad dice roll can “ruin your day”. For me this creates excitement and unknown. For others… for you… I could see your point of view.
In choice-of-games style stats, you are often locked out of a choice unless you have the minimum. Here, I’m allowing the player to try something they have low stats in - but at the risk of failure. If you want the best chance, go for the choice that utilizes your best stats!
So, you never die / lose in Heroes Guard: The Journal. It is simply a matter of how well did you end up at the end. How many towns did you save or let fall to the perils of Argoria. While the dice and stats do play a very strong role (or roll, har har) in the game - your companions, items, skills, and weapons often give you an alternative way to solve a situation without the luck-of-the-roll. Also, “failing a story” doesn’t necessarily mean you lost the town. Most likely that story will simply escalate and change a bit. And you’ll get another go at it. So even if the dice-gods ruined your plans the first time, perhaps the angel-of-fate will steer your rolls in the right direction on your second try!
My intention is to only have luck play a small role. I’m going for two big selling points: replayability and strategy. So I’ll continue to tinker the game from beta feedback such that for majority of players it feels like their choices matter.