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Devlogs

Grave v1.2

Grave
A downloadable game

An eagle-eyed reader out there noticed that Grave v1.1 did not actually include several of the changes described in the Grave v1.0 devlog post — and, it turns out, I don't even have a copy of the correct version myself! So, I made the revisions all over again, plus some other slight alterations. Here are the most notable updates.

Quality: Weapons and armor now have just three states — undamaged, damaged, and broken. 

Death: If your character has died too many times to resurrect, you start making a new character to introduce ASAP — potentially even in the same fight, if you're quick enough! Also, the "spirit" die was changed to d6 to encourage players to keep raising CHA above +5.

Item weight: Jewelry now explicitly does not require item slots, and multiple items under "Alchemy & Spellcasting" were changed to take up < 1 slot.

Spells: Made some edits I thought I'd already made, plus a few more. Also clarified what casting "as a reaction" means, moved the text about monsters with legendary souls resisting spells to the more player-facing part of the spellcasting rules, and added a key to the bottom of the spell lists page in case you forget what "S," "item," and "object" mean.

  • Abjure now also extends protection to adjacent allies. I'd personally rule that if the allies attack, it messes up the effect, but I leave the specifics up to you.
  • Charm specifies it's only useful on unprovoked targets. (Basically, just don't stab somebody and expect charm to work.)
  • Dying Star specifies that it can kill you more than once. (It's really powerful and should not be spammed lightly.)
  • Jinx was, according to my earlier devlog, supposed to make "minor afflictions now permanent" … but I have no idea what that means. Maybe I had something in mind for the Malediction spell and mixed up the names? Well, I clarified the phrasing for Jinx, anyway.
  • Sanctuary takes a full 3 rounds of concentration to cast so it's tricky at best to use in combat.

Magic items: Made some edits I thought I'd already made. 

  • Demon Magistrate's Gavel now breaks armor.
  • Ring of Ruin now works with new weapon breakage rules.
  • Gravestone Chip was never used the way it was phrased before, so now it lets you teleport the whole party to a tomb or burial ground as an emergency exit when somebody dies.
  • Ring of the Ghostwatcher used to say "Ghostcatcher," but that seemed needlessly antagonistic toward ghosts.
  • Ash Wand, Sacrificial Dagger, and Holy Medallion were kind of confusing. Now they just give fairly simple (but good) bonuses.

I also corrected some spelling errors and had to change wording in a couple places just to make the text fit, but I don't think it changed the meaning of anything significantly.

If you catch any other errors, please let me know! And thanks for coming by to check out my game when I know very well you could still be playing the heck out of Elden Ring.

Files

  • Grave 1.2.pdf 375 kB
    Apr 11, 2022
  • Grave 1.2.docx 118 kB
    Apr 11, 2022
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