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Rabbit in Glasses

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A member registered Apr 17, 2020

Recent community posts

If the archer is wearing protection, it should be modeled as damage reduction. I.E. armor. "Normal armor" is still armor and it should be statted appropriately if it's being implied.

Even in the image you've provided, the archers are actually wearing a form of light armor accessories, and could possibly be wearing gambesons. Which is light armor... which is an item... that you have to equip... that prevents you from equipping stuff for archery in the base rules.

Sorry to be a bit combative, but I genuinely fail to understand what point you're trying to make outside of being artsy and contrarian for the sake of it.

Usually any time my group impliments some kind of numerical damage reduction we also use a minimum damage rule. basically just have the ability to tank up be there, but attacks will always do at least one damage.

That works I suppose. Why not give the shield three uses though? It's not like it's that fragile.

I mainly separated heavy armor like I did because it created a similar realism issue for my group where they couldn't wear a quiver just because they had a helmet and breastplate on. For a larger audience that doesn't nitpick near as much, the changes you're suggesting would probably be better.

As for the beasts thing, the rules actually lay out how to make beasts and additional races pretty well given the examples. An expanded bestiary would be nice though. Weirdly moles would work well as a ghoul analogue for the system.

I didn't actually know that. Nowhere does it explicitly state how to read such a table. I've also never encountered such tables before so didn't understand how to read them. Thanks for the clarification though!

A few things:

First, many of the larger tables are mis-numbered, most commonly the ones labeled as d66, I imagine they were meant to be 6d6. I could go through and redo those tables, but if possible it would be nice to have the original copy's tables corrected.

Second, and this might have an unfortunate side-effect on the layout of these, a belt slot is desperately needed. Specifically a slot that acts otherwise the same as a body slot but is explicitly for extra items such as potions or quivers. Currently stone pouches and quivers are only equippable when wearing light armor. However only slings are usable in light armor. Bows require the wearer be unarmored in the base rules. While I'm sure this is a balance thing, it also instantly breaks everyone's immersion cause it makes little to no realistic sense. In the base rules an archer that wants to be armored would only be able to use heavy armor and fire once every other round. My current fix has been to break up armor into individual pieces and slightly buff them. Basically light armor has become a shield and cuirass which provides 1 protection each. Heavy armor has become a breastplate and helmet. The helmet provides 1 protection and the breastplate provides 2. This has allowed some players to become slightly tankier, but honestly there weren't really many tank options in the base rules.

Lastly, do you mind if people write third party adventures or supplements? I'd love to make a potions, alchemy, and artificing supplement. Plus I finished slapping together a point-crawl adventure that might make for a decent starting adventure.