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A member registered Jan 15, 2021 · View creator page →

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Success! A party of 4 (Cleric, Magic User, Ranger, Fighter) managed to rescue Flindia. The swarm of spiders was an embarrassing display of combat, so they all had a few minor wounds when they encountered the lizardmen, who put up a pretty good fight. Thanks to the cleric's healing they managed to defeat the leader which caused his guards to run away.

It was a fun run!

Hola, I use Google slides to layout the PDFs. Getting the pocketfold all lined up is a bit of a challenge, but it works.

Nice! Let me know if you have questions and post a link to your blog if you do write about it.

This looks great. I plan on using it for a solo session using Mythiria sometime soon.

Thanks! I don't know of anyone who's posted an actual play of the game. I'm running a private PbP Mythiria game which is basically Flexpiel with some extra rules for magic. So far it's going well and the players seem to enjoy it.

That's awesome! Great to hear you're having fun with it. I'm planning on starting a solo hex crawl game with it.

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I don't know of anything off the top of my head. Please post a link to your review when it's ready. I'm really interested in seeing it.

Thanks!

I did! Good catch and thanks for letting me know.

Thanks! It was fun putting the pocketfold edition together.

Thanks!!

Hello! 

I created a Pocketfold version of my rules-lite post-apocalyptic game Rough Destiny. You can find it here: https://squidhead-games.itch.io/rough-destiny

This is great! Thanks for putting it together.

Actually, a change is coming. I spent some time with Rough Destiny, the post-apocalyptic game based on Flexpiel. There were quite a few rounds where nothing happened, which isn't good. I'm reworking the optional rules to use player facing rolls. One roll determines who takes a wound and how severe it is. In some cases, both the character and opponent could take a wound.

I've written it up, I just need to get some quick testing in. It is a mechanic I've used in other games based on FlexD6, so I know it works. I just want to make sure it works well with the wound mechanic.

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No worries. That is good feedback. I didn't get into details in the document, but I will review that and see what I can do to make it clear.

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This is an early draft of Flexpiel. I've done some simple solo play testing and plan on getting it to the table soon. I wanted to share an early version before diving into layout. 

Thanks! I actually struggled with the amount of information to provide, but in the end I decided a little more guidance would make the game easier/quicker to play. In the end, it is still only 3 pages of rules. The rest of it is guidance.

Gotcha. I have a plan for the Character Expansion and game to update the current abilities to simply provide advantage. Giving advantage and a skill die is a little too powerful. It is much easier to just give advantage.

One other thing to consider is if something seems too powerful, you could reduce the max health to offset the power of the ability. Also, specializations can be something only that species can do. An example of that is the Linguist special ability in the Weird West supplement. They can "overcome communication barriers with area natives." That is something only the Linguist can do and doesn't provide any bonuses, it just happens.

Great question. I didn't have plans to. For enemies, following the table of health and attack rating should do it. An enemy with 5 or 6 health and a 2 attack rating is going to be about an even match for a character with 2 or 3 skill die. I've seen 1 tough enemy with 10 health and 3 attack rating almost take out two characters with 3+ skill die.

Only advantage and disadvantage should change the check die. Everything else should change the skill die. Also, skill die should only succeed on a 6. Anything less and the balance will be thrown off.

Does that help?

Or, if you're on discord, you can join my server here: https://discord.gg/taygp9t4

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Awesome! Cool to hear you're enjoying it.

You can reach me at [snip]

Hello!

Correct, weapons don't matter, but you can "upgrade" them so they provide skill dice when rolling. That translates into increased damage as each success (5 or 6 on check die and 6 on skill die) inflict 1 point of damage. The optional rules include more ways items can be enhanced to provide skill die or even inflict more damage.

There are no rules for unarmed combat at this point. Personally, I would restrict the damage inflicted on the target to 1 hit regardless of the roll. I think that would work well and wouldn't break the system.

I responded to your email, let me know if you don't get it (new email address, so hopefully it works)

Awesome, thanks!

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I used the following font sizes:

  • Header: 18pt
  • Body: 10pt

I'm trying to find a simple way to share without exposing things to spammers or hackers, but there doesn't seem to be a way to direct message on itch.io 

So, when you're ready, you can send a link to [redacted].

I'm looking forward to seeing what you've created!

I'm glad this game is hitting all the high points for you! I'm currently working on a new supplement that I'm in the middle of play testing. So far it is going well.

There are 2 fonts used through the document:

  • Source Serif Pro - body text
  • Almendra - purple header sections

I'd be interested in seeing your appendices if you're inclined to share. :)

Hello!

One of the great things about systems like this is it is very easy to add home rules to make the game your own. You can easily bring back the increasing cost for more difficult spells. I personally would max out the cost at 3 maybe 4.

Interesting idea on an item that reduces the cost! Sounds like a great find for a magic user or cleric.

Done! You can download Solo Tales for the solo game. :)

Great! Looking forward to it.

Gotcha. I can look into that for those without a printer. In the meantime, you could use the main PDF for the rules and use page 2 of the Pocketfold PDF for the game. It wouldn't be as convenient as singles or spreads, but it may work.

Thanks for the suggestion!

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Sorry, not exactly. Some PDF viewers allow you to rotate pages. If yours does, you could rotate the 2nd page so it is easier to read.

What kind of screen-friendly format were you thinking?

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FlexD6 doesn't come with any lore or settings for a few reasons: 1) I'm not that type of a creative person, and 2) there are LOADS of resources out there. Because of how flexible this system is, it is pretty simple to use FlexD6 to play settings or modules written for other systems. The flexibility of skills and abilities allows for quick and easy conversion, even on the fly.

When converting enemies, use the Enemies section in the core rules to determine the amount of HP to apply based on the threat level. Also consider the skills the enemies have and allocate them appropriately. Many adventures and settings list skills and abilities. Simply consider the list of benefits in the abilities section when determining what the enemies and NPCs will be able to do. It is pretty simple to improvise if you're in a position where you need to make something up on the fly.

Weapons and special items work the same way. Just consider the general category for the weapon and apply the appropriate bonus and restrictions.

Here are some example conversions that only took a few minutes to throw together.

D&D Hippogriff

  • HP: 13 (probably a medium threat)
  • Skills: Melee: 1 (claw & beak attack), Perceptive: 2
  • Abilities: 
    • Multiattack - Twice per encounter, it can attack 2x in one action.

D&D Manticore

  • HP: 25 (heroic)
  • Skills: Melee: 3 (claw, bite), Shooting: 3 (tail spikes), Flying: 1
  • Abilities: 
    • Multiattack - Twice per encounter, it can attack 2x in one action

Star Wars Stormtrooper

  • HP: 8 (upper end of an easy threat)
  • Armor: 2/2
  • Skills: Shooting: 1, Dodge: 1, Brawling: 1
  • Weapon: Blaster Pistol (+1)

Star Wars R2 Droid

  • HP: 5
  • Skills: Hacking: 3, Repair: 3
  • Abilities: 
    • Fly - Can use jets in legs to fly up to 100 feet. Usage 4
    • Lucky - May re-roll a failed test once per day

Tiny Dungeon 2e Karhu

  • HP: 10
  • Skills: Melee: 1, Searching: 1, Stamina: 1, Swimming: 2
  • Abilities: 
    • Multimodal - May walk upright or on all fours
    • Powerful Claws - +1 damage when attacking with claws. May not use ranged weapons.

This version has been pulled. After playing with it, I decided it wasn't worth the effort. Sorry.

Ok, not many rules changes, but clarifications on how the characters role is used to select specialized skills. It is a tricky balance between being too specific and too general. There is a middle ground that is the ideal spot for a skill, and finding it takes practice. Adjust as you go, and it will work out just fine. The updated rules gives some examples.

The space hack was tricky. Specifically, the psionic skills. How can they be advanced? How do they interact with other skills? How detailed should the rules be? I took the easy way out and assumed that most players probably have an idea of what a psionic (think Jedi) user is capable of. The different sets of skills, Control/Sense/Alter gives an idea of what can be done. Instead of trying to put together multiple pages of skills, the players can describe what they want to do and let the GM figure out what is feasible.  Flexibility is good, no?

Have fun with it, and as always, share thoughts and improvements so everyone can benefit!

I'm currently working on a hack for the space setting. This is a quick preview of whats in it:

  • Psionic skills including specific rules for mind reading, mind trick, telekinesis, and using a laser sword
  • Simple cybernetics
  • Spaceship rules
  • Additional skills for the space setting

Hopefully it will be ready soon!

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Hello!

I'm working on incorporating some changes based on some excellent feedback from reviewers:

  • The defense roll on every attack makes the PC's unbalanced with the rest of the game. So, that is going to get changed to be an optional Dodge action which can be declared in the round. There will now be 2 actions each round: Move, Attack, Dodge. Any combination is allowed (2 attacks, 2 dodges, attack & dodge, etc.)
  • Instead of a binary success/fail, there are now complications and benefits. 0 successes = failure, 1 success = success & complication, 2 successes = normal success, 3+ successes = success & benefit. It is up to the GM or the players to determine the complication and success. Also, it is up to the GM if they want to use this mechanic or stick with the binary success/fail mechanism.
  • Updated the armor rules to include shields (only light and medium). Also including wear rules so that a shield or armor can eventually wear out and needs to be replaced or repaired to recover HP.
  • Removed the death spiral from the enemies. While it was intended to make combat shorter, that is really up to the GM and how they want to handle it. I recommend going by feel instead of HP. Kill off the enemies when it feels like their part of the story is over instead of going through a hack fest to dwindle them down to 0 HP.

That's all on the plate for now. I'm going to do a little play testing of these changes and will upload an updated copy after verifying they work as intended.

Let me know if there is something you'd like to see added to the game. Keep in mind that it is a rules light system, so fewer rules are better!

Thanks!