Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Ward Against Evil

97
Posts
2
Topics
603
Followers
45
Following
A member registered Oct 04, 2020 · View creator page →

Creator of

Recent community posts

#A0 means 0 attacks, it only uses its abilities

#AX means attacks equal to X. For hydras, X equals HP

Yes. The Backerkit has ended, so the Limited Edition off-set printing is already off to print, but a print-on-demand option will be going live in the next few weeks

Left out is the Region generator, Quest/Rumors generator, and Dungeon generator along with the extensive loot tables and the Keeps system. Those would be best if you want to a run totally solo campaign, where it’s quite literally an ever expanding hex-map with interconnected dungeons, settlements that grow/shrink/have events and reasons for you to travel between them, and for growing factions of monsters (Menaces) to start taking over the board as the in-game months drag on.

If you play Solo, I’d recommend making a party of at least three characters. I’m currently writing up rules for randomly generating dungeons from an explorer-side view instead of a GM-side view, it should be no more than a page or two.

There’s a lot of guys on the Discord that play Crowns 2e Solo who can tell you more.

Looks great! Thank you so much for posting this! Glad you’re enjoying the game

There’s one on the way, here’s an write-up on it: https://ward-against-evil.itch.io/aketon/devlog/1006661/8102025-thief-update-sanctioned-sorceries-and-the-end-game

Sorry I was out of town for work in August, it must have slipped past me, I’ll mail it over this weekend when I get back home

Sure, what would that look to you? Mass combat rules for this RPG or a separate system for wargaming?

I love this! Really excited for the Faction codices, is there anyway I can help?

~120 pages

Thank you! I’ll post the fix on Monday with anymore I’ve collected over the weekend

I’ll repost a reddit comment I made a little while ago on the subject, because that’s a really valid question:

The first edition took a lot of influence from Mausritter and Into the Odd, the second edition was mostly influenced by the Crowns 1e (can’t forget where you came from) and B/X D&D.

Here’s what 2e has mechanically (content-wise there is much more as well) that is different from the first:

  • Dedicated Peril/Fear system
  • Improved monster utility and tactical combat
  • Wounds (now there’s specific systems for breaking bones, getting limbs severed, being disembowled, etc)
  • Weapons are more unique
  • No more rolling for damage, there is only a to-hit roll which is transferred into damage
  • Experience is now called “Renown” and is gained from more than just treasure
  • A solid system for owning Keeps, expanding them, upgrading them, and ruling over holdings
  • Ability scores only increase through spending time training during Downtime, level ups are exclusively for new Titles

If you notice, most of that has to do with combat and Resolve. Here’s what has remained mostly the same but has been updated:

  • The dungeon delving is a lot more condensed and functional
  • Spells are still roll-to-cast with power dice but it’s a more fluid system, kind of a mix of Mausritter, GLOG, and Dungeon Crawl Classics
  • Monsters still have their sub-species tables but these are a lot more functional than they used to be, actually altering all monster’s stats
  • The settlements/refuge system has been greatly improved
  • Downtime is lot more useful and expanded on
  • The Region and Dungeon generators are WAY better now
  • The Feat system has been reworked into a Title system that is very very similar, but rebalanced and more succinct
  • The Inventory System is much better, and no longer arts-and-craft inventory
  • The Warbands system is greatly improved

Separate from mechanics, just content wise, here’s the new stuff:

  • 80+ monsters, with new rules for Elite and Solo monsters that make them act differently in combat and create dynamic fights with very little prep
  • Tables and tables of treasure with millions of permutations, almost all of it actually effecting the value of the item
  • 20 spells, each with their own custom Spellcasting Table, Ritual Components, Anima (source), and Obscura (limiter)
  • 36 potions, each with a unique taste and smell
  • 10 classes of artifacts (each with unique abilities, random lore tables, and different forms they can take)
  • 12 unique wonders (some with sub-tables)
  • And more

The games are very different, similar to a jump between 2e and 3e in terms of compatibility. It can be done, but if you’re bringing characters over it may just be best to remake them using the Crowns 2e system, which shouldn’t be very hard at all.

I hope that helps!

This is excellent! Definitely using this next time I’m playing a game that gives an unfortunately unspecified method of inventory management (which happens all to often in my experience).

Really elegant and well thought out, thank you for making this!

You can either do start at level 0, or just have them start at level 1 with their level 1 abilities, up to you (I started my most recent game out at level 1 because they were excited for their classes more than funneling)

At level 4 you get bonuses 2 and 4, another example, at level 12 you’d get bonuses 2, 3, and 4

You can go to 6-out-6

Fatigue goes away at the end of a fight

Don’t forget to check the Adventurers Options and Gamemaster Cyclopedia for some more content that might be relevant for the road ahead! Enjoy B4!

Print in a normal piece of paper (letter is American, A4 is metric), double-sided, flip on short side.

It’s a trifold, so fold that each column as equal as you can so that the dwarf is on top and all the tables are on the inside of the trifold.

Does that help?

Yes. An 8th level caster putting all their will/effort into a spell has TNs of 5 for partial and 9 for full. So they’re very likely to at least partially succeed. Of course, if they roll a 2-4, there are dire consequences

It is the risk a caster must take for power

(1 edit)

The table below casting. The first TN on the table is what you need to partially cast the spell, the second TN is what you need to fully cast the spell.

The columns of the table are effected by your level. All casters get better at casting spells as they level up because they move farther to the right on this table.

The rows of the table is how much will you invest into the spell. Casters can either invest themselves Minimally, Significantly, and Totally to the casting of the spell.

As you can see, the more Will you invest the better the odds of your spell being successful. However! If you look down at “backlash”, the more you invest the more you’re risking! A spell you’ve invested all your will into that FAILS causes a total disaster! Whereas a minimally invested spell has no effect, but is not likely to succeed.

Does this help?

Changed, thank you for your feedback

Just ran it, really great stuff! Flowed really well! We did hexes 2.2, 3.1, 3.3., 3.2, and ended the session on 4.2. So far they’ve enjoyed each one! I’m recommending this to whoever I can!

February 1st!!! Thank you so much for the support! Click this link to get taken to the prelaunch page: https://www.kickstarter.com/projects/reesersurles/crowns-2e-an-osr-rpg-of-peril-and-bloody-dismemberment

Share with friends to ensure we hit those stretch goals!

Great dungeon! I’ll be running it next week! Thanks for making it!

Yes! The Kickstarter is to get the money together for the art and print. Right now, I only could afford what there already is. Follow the Kickstarter and tell your friends about it to guarantee the full-art release! Thank you for playing!

Love this, using it in my current campaign a few sessions down the line, great work Sam!

Any updates?

Could you use them for warfleets? Probably, it would not require significant tweaking to have them functional, however, I don’t think it would be super balanced. What did you have in mind narratively?

Been reading and rereading this, great great stuff! Bought the physical copy through drivethruRPG, two questions:

Who are the players supposed to be in relation to the world? I don’t see how they get sent on missions.

Is there a place where all the lore is concentrated so I can get a grasp of it?

The art is not under Creative Commons, only the text, otherwise I couldn’t sell it. However, you can totally use it, I give you permission.

“Used with permission from owner”

Send me a link once you got the game up and running!

For sure, feel free to use it! The artist name is Jacob Fleming, great guy to work with.

What’s the project for?

I joined up! My participation may be limited depending on how my semester pans out, but arcade style games sound right up my alley!

Thank you for the opportunity!

seconded

I definitely shot myself in the foot by playing this on a tablet and not a computer, slowed down the processing a lot, lol. UE games do that.

I like the theme, the growing number of rules are very interesting, and the time crunch makes it hard to just sit and think!

Good game!

Not what I was expecting at all! Fun little interactive novel.

The font did cut out near the end and go back to the generic font instead of the special one ya’ll were using.

Great art! I got the “Optimist Ending” :D

Another example of how a simple physics problem can make some really engaging gameplay!

Loved the music, the art, the dudes exploding when they get hit with the Disco Ball. All great!

The WebGL build was really slow for me, but I know that’s computer dependent, and I’m using a tablet so it is what it is, lol. No stars off for that!

Good game!

This game is BRUTAL.

Full-level progression reset and the health staying with you between levels really makes it HARD. I also felt like some of the colliders with the enemies, spikes, and saw blades were a little too big. For example, in the second level where you have to jump right between those two spike beds, I have yet to be able to do that after like 10 tries.

Also, the Skeletons inconsistently moving, BRUTAL.

Did beat it though. 4th level was my favorite (felt like a stealth game), 5th was also pretty solid, 1st felt the most like a classic platformer, level 2 was also pretty good, and level 3 I did not enjoy.

Good game!

A classic example of how a simple physics problem can be SO FUN! Great game! The only reason I gave it 4 stars instead of 5 was because of being able to jump multiple times while in the air, kinda broke the game that way.

Otherwise, art, story, and adherence to the theme are top-tier! Totally forgot the trap motif and was surprised! Gg!

I think you uploaded the wrong file, I can’t play the build, it requires supporting files. Sorry, man

https://discord.com/invite/EJ6f7dUvDs

I’ll update the link, here’s the new one

Yes, it’s just buying the PDFs and tipping an extra $10 for the physical.

I will once the two final Crowns books come out (the complete Season of Crows and a setting book called “Where the Wind Bites Like Steel”). Then, all the Crowns 1st Edition planned books will be done!

I should institute some sales soon though, I always forget about those -.-

Why do you have mediafire links instead of downloads in the itch.io page?

Thank you so much! Your comment is probably the push I needed to add community copies to like… Season of Crows for example, lol. So it was helpful :P