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Draconum Studio

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A member registered Mar 15, 2022 · View creator page →

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Thanks for the answers! <3 I hadn't run across the Warden project before (only discovered Pathwarden because of the Trans Rights Ohio bundle it's in) so I'll watch there for updates.

Ok, so given this is a beta version, I assume feedback is useful? Sorry for the essay :) I've been taking notes while I made a character to figure out the rules.

Overall, I think the ideas here are great. It pulls a lot of the things I like from Pathfinder 2E and gently ignores a lot of the things I find annoying, so it definitely does what it's intending to do, for me at least.

The layout of the book isn't the clearest, though, and there are some assumptions in the text which aren't explicit or are mentioned only in passing. For example, the number of damage dice isn't explicitly stated anywhere except in a brief example ("For example, a Longsword has a base damage of 1d8, meaning you roll 1d8 as its damage die, 2d8 if you’re an Expert and so forth"). It would be good to put things like that in explicitly, and keep all the rules around (for example) number of damage dice and bonus damage together.

There might also need ot be a careful edit by someone other than the main author, to check for things referenced that shouldn't be there - e.g. general feats. I had to do a search through the PDF to work out that there are no general feats, only feats associated with the various paths and boons. Which makes sense, but that was really not clear since the rules refer to geenral feats on p 12.

It would also be useful to put in examples for a lot of things. I know they're a pain to write, but for some of the rules it would make it a _lot_ clearer. For example, reload weapons gain Discharged 1 after firing; the rules say that "Discharged ticks down at the beginning of Rounds and can be removed with an Interact action to reload the weapon" - but does that mean that Discharged ticks down by itself, and you have the option to use an Interact action instead (earlier, say), or that you must use an Interact action to tick Discharge down at the start of the round?

My only other general comment is that it would be great to have a section on translating or using PF2 content with the Pathwarden rules. I know you've said elsewhere that it isn't intended to be properly compatible, but the DCs are about the same, so in reality a lot of adventures and creatures at least should be usable as-is, and most equipment & magical items shouldn't be too hard to transpose. Spells would be hard, but not impossible, probably, and feats might take a bit of work, but... I don't know, it would be nice to have some advice for GMs who want to try.

Specific questions  that came up for me:

(1) Do you get the Cantrip associated with a spell imbued into a focus item? Or just the main spell?

(2) If I make a melee strike using a focus item which is a weapon, that uses my magic proficiency rather than my combat proficiency. Does that mean the damage is 2dx P1 if I have an expert rank in Magic, even if my Combat rank is only Trained?

(3) How is Spell Difficulty calculated? It's on the character sheet, but there's no reference in the rules - is it meant to be a straight 10 + Magic Proficiency bonus, or does it depend on the spell rank (Trained / Expert / Master) as well?

(4) The rules state that reload weapons gain an additional damage die. Does that mean that (without any other boons or feats affecting number of damage dice) a crossbow should deal 2d8 damage at Trained, 3d8 at Expert, & 4d8 at Master (without affecting Potency, I assume)?

It would be pretty easy to run ponies through the scenario rather than griffons, since they both use the quadruped rules :) There are a few points where being able to fly is helpful (so there are options for it) but not essential, but generally.. you could replace a griffon clan charged with rpotecting the sacred pyramid with a pony clan or tribe charged with the same sacred duty and runt he scenario with no other changes. The module includes the rules to make griffon characters in case people don't have the ponyfinder rules, but if you already play ponyfinder, you'll be fine already. (also, sorry about the long delay replying, I thought I had already and.. I was wrong. oops.)

Haha - it's a PF2 adventure module, with rules to play as griffins, and using the optional cinematic chase rules. Was fun to run my team through, although they got a bit sidetracked with the undead guardian priests for a while.. https://copperaeon.itch.io/guardian-griffons-of-the-tower-of-the-dead

If you play it & enjoy it, let me know! Would love to get some feedback from other groups. Alternatively, if PF2 is not the thing, ping me with your system of preference and I'll see if I can translate the scenario for you :)

I've had no reply and have had a busy couple've months, haven't followed up yet. The adventure is written but not yet playtested, got sidetracked playtesting griffons :)

Played through this last night with my partner, and we had a great timel. Love the build-it-yourself card dungeon :)

I think this could easily be extended to multiplayer mode by just making the bosses a bit harder to vanquish - there's no clear instruction, so we figured bosses were meant to take 2 wounds to kill or vanquish since Dracua takes 3. For multiplayer, I'd just say the bosses take (number of players +1) wound to kill or vanquish and Dracula takes (number of players +2) wounds to drive off. We firgured 5 candles per person would be best as well, otherwise it's hard to keep track, sharing 'life-force'.

<3 so glad :) :)

to the developer: I love the idea of this game, but my RP group likes something with a few more crunchy rules, so I've made a pathfinder module based on it. Fun to play, and I'd like to release it into the wild under a CC sharealike noncommercial license - is that ok? Will reference your game in the obligatory copyright section with a link here. :)

Played this thorugh on Friday night, and it was great. Loads of fun. The rules weren't quite clear about the equipment (it says one of each item, but my players felt that some things, like the communicator, should have been one per player, and I did fudge it to one EVA suit per player), but otherwise worked brilliantly, simple to set up, fun to play, thoroughly recommend and will play again.

The other suggestions from my players were to add a special piece of equipment or even ability per role (e.g. the captain can, once per game, "inspire" the team by giving 2 of their blood tokens to a team member), and they thought it would have been cool to find med kits or some similar boosts around the place to give them extra Blood tokens during the game. Not sure I agree on that one, but thought I'd pass it along anyway.

We had some fantastic roleplaying and storytelling, frequent references to 'the Titan job - never forget', and some super comedic moments as players in EVA suits bonked their helmets together to talk because they didn't all have communicators. Half my players had seen Event Horizon, and loved the similarity, the other half now _want_ to see Event Horizon.

Just started a game with a friend of mine, and the prompts are brilliant (also, the mechanic is straightforward and makes sense, which is great). Really enjoying it so far. This is also a great way of fleshing out a character for a story.

Oh, brilliant. Thanks for the clarification! :) I'm just on the creating a wizard part now but I'm going ot start a play-through this week. Looking fwd to it :)

Question - on p24, under the 'discover' action, it says "A player may have as many spells under research at a time which can help research be a less risky undertaking."

Is that meant to simply read, a player can have many spells etc. etc. (no as many), or is there meant to be a number/comparison (as many spells as something)?

Halfway through a play-through of this, and I'm enjoying it as a sort of choose-your-own-adventure / writing prompt. Two comments though -

(1) It would be super helpful to include at least a brief description of what the 'ancient elements' refer to. I've had to do a lot of side-reading about alchemy to work out what my items actually are or could be. E.g. Antimony is a lustrous grey metalloid, also known as kohl. There's room for some great flavour-text there, and I presume the alchemical references are intentional, so it would be awesome to see them in the game text itself.

(2) Along the same lines, it might be useful to either genericise the Arcane Artefacts, or give something more about them. For example (and this was not in fact the item I rolled) Zj's Crest sounds very specific, like something I could draw into my journalling, but there is no mythological/historical/fictional reference (that I can find) for it, so I guess it's meant to be an in-game creative prompt? I would have preferred something like 'Crest of the Empty Ones' for that sort of prompt.