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Spellburn and Battlescars

A Mark of the Odd Sword & Sorcery Dungeon Crawling RPG · By Matheus Henrique Morais, LFA

Feedback Thread Sticky

A topic by Matheus Henrique Morais created Aug 19, 2022 Views: 1,152 Replies: 63
Viewing posts 1 to 18
Developer(+1)

Hey, for everyone checking out the game, what do you think of it? Do you have any doubts? Are there any sneaky typos we missed? 

We'd love to hear your opinions! 

(+2)

Haven't got to play it yet,  but it reads like exactly what I was looking for. My group is mainly high fantasy fans, and I think they also felt Into the Odd didn't give them enough options, and this might satisfy them.


Really like the stat lineup, feels right to me for good ol' fashioned delving. The magic is similar to something I was trying to make,  so I love it because I don't have to now. You just give enough extra mechanics that it's easy to make stuff up.


 Don't usually comment on things this detailed,  I just really liked this haha.

Developer

I'm glad you like it. Giving a bit more meat was one of the intended goals. 

Thanks for the feedback, give us an update when you hit the table!

(+1)

Was curious why you went with a watch being 6 hours long instead of 4. This would mean only 18 miles traveled per day, with a 6 hour resting period.

4 hour watch x 6 miles traveled means standard 24 miles per day, with an 8 hour total resting period.

Also, how would you convert standard OSE or B/X gold rewards to this system? In OSE getting a couple thousand gold at once for the party can be pretty common even at low levels.

Developer

This is a tricky one to answer with a direct conversion. The values are generally lower, for example Plate Mail costs about 80% less coins in SaB than in OSE. However rations are over four times  pricier in SaB (that is to further increase the focus on survival). 

So the best answer is for you to get a feel for the economy and what gear is worth, and think how much impact that treasure is going to have. But as you get used to that, a good rule of thumb is to reduce it on a 4:1 ratio. (1000 gold treasure in OSE becomes 250 GP in SaB).

The cost of plate is the same in OSE as in SAB - 60 gp fyi. https://oldschoolessentials.necroticgnome.com/srd/index.php/Weapons_And_Armour

Developer

Huh, funny that, I must be misremembering from another game. 

Nonetheless, the 4:1 rate still stays based on how I run treasure values. 

Developer

This is one of the cases of "first come first saved'. I was first familiarized with the 6 hour watch, got used to playing with it, and when playtesting SaB it felt satisfying. 18 miles a day is a reasonable amount for fully geared adventurers on foot. 

unless you are talking horses, no adventurer is traveling 18 miles in a day let alone 24.

(+1)

A moderate hiking pace is 1.5-2 miles per hour. That's 9-12 miles per watch. That matches my experience backpacking in the Scouts. Adjust for terrain.

(+1)

Also, is there any plan to release a free online SRD like Cairn, or maybe an art-free, free version of the rules? It's always nice to have a free version to point interested players to.

(+1)

I can answer my own question about the distributing to my players for free part - I missed the CC-BY-SA 4.0 license at first, so I guess I'm good to just give my players a copy of the PDF.

Developer(+1)

Correct, It's $5 for a PDF you can share between the table. At worse, there's community copies made available regularly, your players can snag one :D

(1 edit) (+1)

What is really the purpose of the shield and helmet options if the max armor a player can have is 3? Less expensive combinations to get to 3 armor, but take up more slots than just heavy armor? That's the only real benefit I can see, but the gold difference is minimal, and there's no cons to chain or plate - though I guess it would be reasonable to put disadvantage on stealth when wearing chain/plate.

Developer(+1)

The Plate Armor impairing your movement is one case, but also, some pieces of armor can be useful in other ways than just the numeric value. 

For example, a helmet might protect you from a Giant Mantis trying to bite your head off. 

Developer (3 edits) (+1)

Even thou additional rules for armor types aren't explicitly written, you'll always fallback to the Fictional Positioning: maybe you can say it is Impossible to be stealth with a heavy armor, or flee from an unarmored foe.

The Disadvantage case is also covered, as you just need to consider the PC as poorly equipped.

In these examples, I think it is all the GM's preference, so no futher rules are needed imo.

One last example you'd want extra pieces of armor is with the Scrap Fighter ability :P

(1 edit)

Another question/feedback - the Elf starts with a Recurve bow that does d8 damage and is not labeled as bulky - this is completely out of place with the equipment list with both a bow and crossbow being bulky. Any reason why this out of place weapon is only found in the class equipment but not the general equipment list page? And as it is a 2-handed weapon still, it seems like it should be bulky.

Developer (1 edit)

You're going to notice a couple of similar cases in the game. For example, the Fighter also starts with a Shortbow that isn't  bulky. The concept here is that these archetypes start with specialized equipment, the kind that you can't obtain normally, and will need some good searching to find someone who can make and will sell it to you. 

Interesting - thanks!

(+2)

Hello guys, 

I grabbed a community copy this morning, and after a quick read, I bought a copy for real, and I'm thinking of running this with my kid and his buddies (11 yo), in a mini campaign I had initially prepared for OSE.

I love DCC and Mausritter, this looks like a match made in heaven.

Developer(+2)

Yaaaay, thank you for the support! I'd love to hear how it goes with your kid. I plan to run it with my nephew next year too, thou I might soften the corruptions :P

We started proof reading the first draft of the GM's Handbook, soon we'll have news, but I'm sure it will be a cool resource for people interested in GMing our game.

Thanks again, and don't forget to rate the game, this will free another copy to someone else to grab it ;)

(+2)

I'm brewing something with python and django :)

Just a small webapp to help me run the game.

It's not deployed yet.

Developer (1 edit) (+1)

Wow, this is a nice helper! Let me know if you ever deploy it :)

I was toying with a webapp for the character sheets early this year, before we decided to publish the game. It is something I want to get back to when I get the time.


(+2)

A first version of my web helper is live here : https://spellburnandbattlescars.pythonanywhere.com/

I'm pretty bad at web design, so the character sheet is much more rough than yours.

Features :

- roll and keep characters (with optional random names depending on archetype, from DCC)

- roll a spell and get results and mishap

- consult gear, scars, spells and mishaps tables

- bestiary (I need to fill in the database though, WIP)

Developer(+1)

This is unbelievable fast!! Already created my account there. 

If you want any help, you can add me on Discord (Beorhol#7933), maybe I could do some things related to the web design. I don't use bootstrap much, but I could ajust a few things if you wish.  

Regardless, great job :)

Developer

Hey, I'd like to shout this out around online, would that be ok? If so, do you have any socials you'd like me to link?

(+1)

Sure you can, I just hope my free hosting solution is going to handle it well enough :)

My socials are phil@dice.camp in English and phil@ludosphere.fr in French (both are mastodon / fediverse accounts).

(+1)

Just want to leave a comment thanking you for making this game. I've been checking out OSR systems for about half a year now, and this game hits closest to the mark of being exactly what I want in a game. Where's the best place to check for updates on the GM's guide? I'm sure it will be equally as awesome as the player's book!

Developer

Hey, I'm glad you loved it. 

At the moment we're working on polishing the text, turning it from a draft into actual book content. I'll make a devlog in a few days. 

(+1)

Thank you for creating this! I love Cairn and DCC and admire how you've mashed them up, especially the character creation process. Is there any way that you would consider creating a printer-friendly version of the PDF? I'm dreading using all that toner...

Developer

Hey, glad you liked it!

To be honest, I have no idea how to do a printer-friendly version, guess it is a good time to learn it. I'll try to check it out this weekend, as I also need to export an only text version of the game that I promised to another buyer.

If I'm able to do these two things, we'll pusblish them alongside the 1.3 version of the Player's Guide :)

(+1)

Thank you for considering it! Honestly, it's pretty printer-friendly to begin with. I'm just afraid that the large bodies of black on the front and back covers is going to eat up a ton of ink.

Developer (1 edit)

Hey, I did play a little with the cover, gonna share with you before having it official: link to the cover.

Tell me if works!

(+1)

Awesome! Thank you for taking the time to do this!

(+1)

I was like, "I should make a mashup of Cairn and DCC" then found this! I'm printing it out and am excited to give it a more thorough reading. 

(1 edit) (+1)

So you call the game Spellburn and Battlescars, but you have no Spellburn mechanic, other than the standard Luck mechanic. Certainly simple to implement, but I figured you'd have it already given the name of the game and the inspiration.

I really like the system; it is my current favorite ITO fantasy hack. Getting a Luck mechanic was the tipping point.

Developer (1 edit)
Blood aids great sorcery. 

Indeed we don't have a specific rule for Spellburn and we did so because of the philosophy we're following to use mechanics and technical terminology as little as possible.

In DCC, the Spellburn uses could be resumed (not strict) to the following:

  1. Sacrifice vital energy to a more powerful effect;
  2. Control a spell outcome;
  3. Use spells when you shouldn't;

As all characters can cast spells, we added those features to the Magic-User in their special abilities.

Blood Sacrifice: Covers item 1 and 3. Thou you can't use it more than once, as a MU gets more HP they will be able to do this more often without risk (they are the only Archetype that can break a spell's power limit of 5). The tax of sacrificing vital energy is represented here by the HP. Using this ability with a low HP value can cause critical damage to the spellcaster.

Dangerous Magic: Sort of covers item 2, you're still relying on the new outcome.

I could search for other examples to give. The thing is that we were trying to translate the DCC feel, not necessary an exact conversion into rules. E.g., I love spell duels, but it doesn't fit in this game's view. So for us, the Spellburn in the name is purely a homage.

Maybe Matt has something to say about it later, but I hope this helps.

Also, let us know if you try to run it with attribute sacrifice to add power to spellcasting. We might be missing on a big deal!

ps: This is also my current favorite ITO fantasy hack :P

No worries. I had missed the MU features. This is the way.

This looks awesome! I am looking forward to trying it out!

Developer

Nice, thanks! Tell us how it goes when you do! 

(+1)

I'm using it for some solo play today into Dogtooth Valley by Nate Treme.

Developer(+1)

I'm curious as to how it fares! I'm not really a solo-play person, so I don't know what goes well and what doesn't. 

(2 edits) (+2)

It worked great. Translating from the very non-denominational OSR (enemies were described with one-sentence description, HD, AC, and ATT) sandbox was simple. Cleared a 7-room dungeon in 2-2.5 hours (I didn't keep close track). I love having Luck. My next system will have Luck for sure.

(1 edit) (+1)

I'm curious if you had done the probability calculations for the chance of a mishap.

https://anydice.com/program/2fe04. In this link, the value of 0 is the chance of completely separate die values.You can change the 5d6 to the different rolls to get the below values.

P1: 0%

P2: 16.67%

P3: 44.44%

P4: 77.22%

P5: 90.74%

So Power 5 is practically guaranteed to mishap with power 4 being ~3/4 chance. Was the intent that most players would never cast a power 4/5 spell as they don't want to risk the mishaps?

Developer

Hey! Yes, it was the intended design that most casters wouldn't risk much going beyond 1~2 [DICE]. We talk about it on Spellcasters NPC's in the GMH:

"Truly legendary Spellcasters might go above that or even have an unlimited Power Budget. Be mindful that they are still susceptible to Mishaps, so even careless NPCs will keep most castings to 1 or 2 Power, only going above if truly in need."

The deal with 3 to 5 Power was to emulate Spellburn in DCC, when the caster needs guarantee higher effects in a life-or-death situation. But I don't like to take it lightly as in DCC where Spellburn could have no effects so ever. You're breaking the laws of nature, deal with it.

Spells are the only way to break the max 12 Damage a target can receive per Round, I used it a few times like this, obviously taking a Mishap. 

So yes, 1 Power should be the common ground, 2 kinda risky and beyond that you're on your luck.

If you want to allow higher Power in your games, I would count only double 6s or remove Mishaps completely and have the caster receive [SUM] Damage when they get the same number in two or more [DICE].

(+1)

I’ve read through Spellburn and Battlescars and can’t wait to run it! I think this just replaced The Black Hack for me in terms of a system to run classic fantasy nonsense with. Just reached out to a couple of my players and we’ll be using it to run through Secret of the Black Crag in a play-by-post game.

I’ve started tinkering with a Discworld inspired Witch class and mini system for foraging ingredients and brewing potions. Given the CC 4.0 license I figured it was cool to put it out myself, but I wanted to make sure I wasn’t stepping on the toes of any future releases.

Developer(+1)

Go for it! It definitely doesn't overlap with anything planned, and I would love to see your creations anyways! 

Did you ever finish the Foraging and brewing system? I would love to see it.

(+2)

I have an untested version outlined in a notebook. Thanks for the nudge to revisit it, I’ll see if I can get it typed up and posted somewhere.

(+1)

Here you go: https://planetgnome.itch.io/witchs-brew

It hasn’t been play-tested and I plan on redoing the art.

(+1)

Thank you for sharing this!

Thank you for the interest! I might not have gotten around to finishing it otherwise.

(2 edits) (+1)

Well, I wanted to say nice things about this game but I feel I should wait to run it with a group before I review it properly, as I’ve only toyed with the system in solo play for now. In the meantime, I’ll comment on this cool thread I guess haha.

I feel this is probably the CLEANEST hack on this lineage I’ve ever seen. I generally don’t like to run mosnters with save stats but the mind/body reduction makes it work very cleanly and easily to improvise in the spot. I can also say that, even though the fatigue to inventory slots system feels weird, it really makes a whole lot of sense once you start using it. Magic feels great! It’s elegant and it makes me very happy to finally see such a “complete” implementation of GLoG style spellcasting.

But to me what steals the show on this is the clear fiction-first approach and influence. THE PLAYER AGENDA TY SO MUCH! Also the fictional positioning a la blades’ position&effect is super well implemented. TTRPG’s rules & systems can be understood as languages you learn to use, and this one feels so natural. “Oh, that is going to be trivial, so I just go.” “Mmmmmh, that kinda feels impossible because I don’t even have the tools to do it!” It.just.works (?

With such a great toolbox, I would love to see more -content- for the game tho. Like a compilation of magical items, deities, archetypes, an expanded bestiary, etc. But in the meantime I’ll just have some fun making some of my own ha <3

EDIT: also, as a 3rd world citizen, I thank you thank you thank you so deeply for the generous community copies policy ;_;

Developer(+1)

Oh, wow. I'm so glad you loved it so much. This was a "make something for your own table" kind of project, and it's fantastic that it's also perfect for someone else. 

On the matter of content, the next project I was working on was basically a content supplement for the game, a bunch of spells, items, patrons, and everything else. Unfortunately, life got in the way so heavily and now it's very far from the light of day. 

(+1)

Welp, somehow this game became my main fantasy system for both GMing and solo-play during this time lmfao. I actually started making a hack/expansion for it. I’ll probably upload it to itch once it’s done, if you guys are ok with it. Here’s an early draft I made if you want to check it out. It includes like a bazillion new spells and a couple new archetypes and variant rules I use. Obviously, some things are way more cooked than others, the completed new Archetypes and the Spell list i.e. have seen table play already haha. The skills thing and the wealth system need WAY more work tho.

I’m also planning on running a Dungeon Meshi (ish) campaign with this, so expect things like cooking mechanics too :p

ALSO, I wanted to ask how do you guys feel about a fan translation to spanish? I’ve already translated some things for table play (I have non-english speaking players) so it wouldn’t be too much of a stretch to finish the whole player’s guide at least in markdown format.

Tysm again for this game and the GM guide. I’ve been jumping around different NuSR systems a lot for the last couple of years but I feel this one is going to be my home for now :)

Developer(+1)

Hey, once again I'm glad the game fits your play so perfectly. 

I'm quite intrigued by your expansions, they make the game look quite different, almost brand new. 

About the translation, all the text is cc-by-sa for that exact reason, so feel free to do it :D

(+1)

I'm in the same situation, loved the game and changed the rules of our campaing of Forbidden Land to this incredible game, it's so deep in it's simplicity making our games more narrative. 

Can't wait to read your finished rules Nimlouth you have great ideas there like the wealth system, great job! I will play with some of it.

(+1)

Nimlouth ¿hay alguna manera de contactar contigo? Me gustaría intercambiar impresiones e ideas sobre el juego.

(+1)

Yep, you can hit me up on discord! I’m on The NSR Cauldron and the Carin RPG servers! “nimlouth” is my username too! I stopped working on alternate rules for a while because year-end student grind got super crazy. Hopefully I’ll come back to RPGs after the holidays and see if I can make the “projects” rules for long play and re-think the wealth system so it’s easier to teach to newbies.

(+1)

Fantástico.

Is there a discord for Spellburn and Battlescars?

Also, is there any adventures (original or converted) for it as well?

Developer

Hey, no we don't have a discord or original adventures (yet), as for the converted ones, I started a new thread here. I'll be organising my notes on adventures I converted and post there from time to time, it might help those interested.

I see that you reference convert DCC modules. I was thinking along those lines as a fitting scene and as you've stated it's a system that's part the inspiration. I need to try this system in action yet as it's much more to what I am looking for. I love the idea of Cairn, but my more mechanical brain gets stuck in the simplicity (silly I know) but this has a little more to it than that, which is more up my alley.