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The enemy classes are meant specifically for bosses (or niche cases like the fuggen boat ballista)

Regular enemies use regular people class, but they use the Static Growth Rates. If you want, you can also just take boss and enemy stats from the game.  If you plug those in, it should just be the other calculated variables that you need to do.

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Thank you so much! I was waiting for V0.3 because I didn't know what to do for the enemies. At least with this me and my group can test out the module.

I got to playtest using the advice you gave me. There's a lot of good going on with this book and it's really easy to get into a flow even as a DM (we're doing campaign style play.) There are certain things that need to be tweaked or clarified on though. I can show you a list of things that me and my group noticed while playing.

Definitely!

I'd be interested to see. It's always surprising to hear other people played a game I made, especially while I wasn't around to GM it.

Sometimes I forget I'm posting these publicly, because usually it's just me and my friend group that plays them lmao

I don't want to paste a huge list here so I'll summarize the majority of it. "Character creation" although it's mostly picking a class has a lot of information that requires the reader to infer. For example defense and resistance doesn't actually tell you how to use them and without understanding how Fire Emblem normally works, the reader has to infer. We had this issue specifically with build/Aid as well. In the book it says Aid is calculated as such "Build - 1" which was a little confusing because if that's a minus, the Aid for mounted units would get smaller with their build. The intention was not entirely clear. 

For campaign style play, there isn't a guide for how to handle gold which isn't a huge problem as you mentioned that this was a skirmish style module.

Stat changes from recruit class to standard class wasn't very clear and while we're on the topic, Squire and Trainee have the same description. It wasn't specficed if Lords start with their preferred weapon as the weapon doesn't count as an E rank. Finally, the TNs for Roleplay are set backwards. In the description your stats lower the corresponding TN which would be fine if the goal was to roll over that number but it's to roll under, which means the higher your stats the harder the roll. I feel like the stat should add to the TN, or the goal should be to get over the number.

This was a lot longer than I wanted it to be but besides this things here, there wasn't any issues with the module and it was incredibly fun to run. We plan to play some more and we did have some suggestions but I wanted to focus on the things we bumped into first. I hope this helps and I can't wait to see the next version.

Thanks! I skimmed a bit while at work, I'll read more thoroughly and start applying some of the suggestions/points you bring up here.