Fantastic game. Great evolution of game design within the space; the removal of long-past-due D&Disms is visionary. You can just choose what you want your character to be good at, and they'll be good at it. No fighting with Ability Scores and classes to realize character concepts. No unnecessary cruft. You can absorb the entirety of the system within one sitting and get to playing quickly. It has the depth to sustain interest, with fully-featured NPC/enemy creation rules to sustain long-term play past the bounds of its bestiary. While it is a fantasy game, it has enough flexibility to stretch into different fantasy settings with ease - the ability to explore non-Western fantasy settings/genres like wuxia is a big plus.
Stay on the lookout for WARDEN, the upcoming project expanding on this philosophy beyond elfgame fantasy with some extremely promising abilities to plug-and-play modules into a vast array of genres. I'm incredibly excited.
I wanted to ask, how does adding extra damage dice (like Hunt Prey or Stealth attack) work with the potency system? Do you add the dice after you chosen 1 or two from the base weapon damage, Or are the hunt prey/stealth attack dice added to the pool along with the weapon dice to keep 1 or 2? And do the stealth attack and Hunt Prey dice have their own potency?
In the final version I settled on additional damage dice abilities being added to the damage pool, with the same Potency. A rule of thumb is that you always just make a single roll when rolling damage, and unless you have increased potency you always just take the highest die.
Hunt Prey and Stealth Attack are primarily built to make attacks with lighter / ranged weapons noticeably more consistent in high / max damage rather than making them massive damage pumps.
Not my highest priority, but people in the community are bound to make one soon, considering one person made a form-fillable version of a playtest sheet.
I seriously have my hands full right now and don't want to start a new endeavor with new software (I'm so rusty with anything that does 't start with 'Affinity')
This sounds a bit like its taking some of the simpler style Dragonbane has. Is there any chance it includes solo rules like that boxset?
A PF2ed you could use to run all that content by yourself from time to time, and use as a less crunchy enterpoint would be something really spectacular indeed.
Solo rules... I am not expert in making Solo games, so I can't really say, but I might attempt something like that for the adventures I'm planning on making.
I'm planning on dropping a chunk of community copies when I release the game (around next month), and maybe consider an option to buy additional community copies for the game.
The game is in Early Access at the moment, and I have posted the current file on the Discord server, so you can get it from there.
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Any chance for community copies?
I see the Forceful trait mentioned but, unless my search function is glitching, it's not defined. What exactly is it meant to do?
Oh! Weird. In the follow up game (WARDEN) I actually remembered to put in, and it works like this:
Forceful: Add a +2 universal bonus to damage for your second strike in a round, and a +3 for your third and further strikes in a round.
The context being (when using this weapon) of course.
Thanks for the heads-up! I'll add this to the list of missing things I will ameliorate the next time I update the file!
I presumed it was something like that, thanks for the clarification.
Fantastic game. Great evolution of game design within the space; the removal of long-past-due D&Disms is visionary. You can just choose what you want your character to be good at, and they'll be good at it. No fighting with Ability Scores and classes to realize character concepts. No unnecessary cruft. You can absorb the entirety of the system within one sitting and get to playing quickly. It has the depth to sustain interest, with fully-featured NPC/enemy creation rules to sustain long-term play past the bounds of its bestiary. While it is a fantasy game, it has enough flexibility to stretch into different fantasy settings with ease - the ability to explore non-Western fantasy settings/genres like wuxia is a big plus.
Stay on the lookout for WARDEN, the upcoming project expanding on this philosophy beyond elfgame fantasy with some extremely promising abilities to plug-and-play modules into a vast array of genres. I'm incredibly excited.
I wanted to ask, how does adding extra damage dice (like Hunt Prey or Stealth attack) work with the potency system? Do you add the dice after you chosen 1 or two from the base weapon damage, Or are the hunt prey/stealth attack dice added to the pool along with the weapon dice to keep 1 or 2? And do the stealth attack and Hunt Prey dice have their own potency?
In the final version I settled on additional damage dice abilities being added to the damage pool, with the same Potency. A rule of thumb is that you always just make a single roll when rolling damage, and unless you have increased potency you always just take the highest die.
Hunt Prey and Stealth Attack are primarily built to make attacks with lighter / ranged weapons noticeably more consistent in high / max damage rather than making them massive damage pumps.
Hay! do you ever plan on making a form fillable Character Sheet?
Not my highest priority, but people in the community are bound to make one soon, considering one person made a form-fillable version of a playtest sheet.
I seriously have my hands full right now and don't want to start a new endeavor with new software (I'm so rusty with anything that does 't start with 'Affinity')
This sounds a bit like its taking some of the simpler style Dragonbane has. Is there any chance it includes solo rules like that boxset?
A PF2ed you could use to run all that content by yourself from time to time, and use as a less crunchy enterpoint would be something really spectacular indeed.
Solo rules... I am not expert in making Solo games, so I can't really say, but I might attempt something like that for the adventures I'm planning on making.
Would it be possible to get a community copy? Money is a bit tight at the minute
I'm planning on dropping a chunk of community copies when I release the game (around next month), and maybe consider an option to buy additional community copies for the game.
The game is in Early Access at the moment, and I have posted the current file on the Discord server, so you can get it from there.
That's fantastic, thank you!