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Beetle Knight

A Bug-Sized Tabletop Role-Playing Game · By Brooklet Games

Questions Sticky

A topic by Brooklet Games created Jan 07, 2024 Views: 1,278 Replies: 48
Viewing posts 1 to 14
Developer(+1)

Have a question about the game or the Kickstarter? Post it here!

Developer

Online, it was asked if there will be any adventures included. Yes! The Kickstarter will include a sample adventure plus enough world building goodies to keep you busy for ages. 

Hi there! I've been reading through the Quickstart and really enjoying the theme and vibe. My questions are about Movement and Combat:

The different movement speeds and types imply the use of a battle map or grid to run combat. However, this is not stated specifically, nor are alternatives for non-distance-based/grid-based combat suggested. My main concern is with setting up interesting combat arenas on-the-fly with a system where distance and movement speeds matter (rather than pre-planning combats in carefully arranged arenas).

Do you have any recommendations on how to make the use of combat speeds and types in Beetle Knight easy to run and fun to play? Is a battle map or grid the only way to go, or are there alternatives that will work? And will the full game expand on these types of questions with GM Best Practices? Thank you!

Developer (1 edit)

These are great questions! Thank you!

I have generally run combat on a grid, but not always. I use words like adjacent, near, far, and very far when I’m not on a grid. I will be sure to include that in the Arbiters principles that we’re working on (I added it to my notes). For speed what I do if, say, someone is slightly slower, I’ll say “you don’t quite reach your destination because your speed is lower”. 

All this being said, I feel like the combat can be improvised on the grid without any issues. There’s no need to worry too much about a perfectly balanced encounter. 

Hope this helps!

Hello, I was reading through and creating some characters and was wondering will players be allowed to increase their knights max hp if they are permanently promote their might after initial character creation.

Developer (1 edit) (+1)

Hello! I love to hear when folks are making characters!

In short, there will be. The Arbiter Guidance section will include just this sort of advice. I am currently thinking about consumables that permanently change a Knight. What do you think?

(1 edit)

I think having consumables that would permanently change the knights would be nice. It'll be neat to see how the consumables play into the theme of Beetle Knight and how they could be acquired or found. Also I was wondering would the items from the equipment page have descriptions of how and what they can be used for or is that more up to the arbiter's discretion based on how the player is trying to use the item.

Developer

Oooo tell me more about how you imagine Special Items to be used (outside of the mechanical benefits already listed). Are you thinking of creative uses that players figure out?

(1 edit)

For the consumables that permanently change a knight I was thinking some of them could be special items, for example you defeat a junk bug type enemy that is carrying some loot and you may find some old tome with forgotten history or magic that promotes your intellect or gives you +1 emblem and +1 emblem slot. Or you venture into some secluded area and find an NPC that recognizes your strength and gifts you an elixir that promotes your might in return for fulfilling a request  to prove your strength by freeing them of some accursed spider that has been preventing them from leaving. Just some ideas for the permanent change items. for some of the other special items maybe some of the descriptions have hidden benefits like a silken may help you hide better from spiders when you are in their lair and surrounded by their webs of silk, or an antenna mask may have actual antennae sticking out of it and hide your appearance better giving you a temporary promotion to presence when talking to other creatures. stuff like that was what I was thinking.

Developer(+1)

I think we're on the same page regarding consumables! Yess!

Also, I added the following to the special items text "You are encouraged to consider creative ways to use Special Items and their characteristics. The Arbiter may allow you to Promote a roll as a result."

I was also wondering, will there be more species of bugs to play as when the full books release or is it just the six here in the quick start booklet.

Developer

There are 4 more written by Daria James LeFevre which are being edited now. So a total of 10!

Nice, I'm excited to see what others are going to be playable!

Developer

Subject to change but take a look https://docs.google.com/document/d/1GLH0oDVutWUzus_RH6UgC0c8-9ZzRm_GIZUE85s02Rs/edit

Hi! I'm looking forward to translate the quick-start version of the game to Brazilian Portuguese, is that okay? I really liked the theme and scenarios we could build with the game!

Developer

That would be amazing and I would definitely appreciate that! You should be aware that the text is still being updated. It may take a month or two to solidify the text. 

(2 edits)

Is this a toolkit to be used with DnD and other 5e systems? I am a solo player so I have latched on to things like MIRU, Cy//Korg, NoteQuest, and the Lone Wolf Series.

Developer

No this is a standalone role playing game. The solo rules are still under development but if you’re like me, you already have a pile of solo tools that you could probably use. 

Thanks for the reply. I'm new to the hobby so sadly I don't have any solo tools. 


Will solo have replayability?

Developer

It will have replayability! Yes! That is the intention.


Regarding solo tools, these may be of interest to you

Wow! You didn't have to do that. Thanks so much!

Developer

haha it’s no problem 

Hey Jim! I was a bit late for the KS campaign. Is there going to be any  late pledge option / another broader distribution of physical copies? 

Developer

Yes! I expect to have Beetle Knight in my shop and I'm looking into wider distribution later this year!

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hey, don't wanna be persistent, but I really wanted to know if you're going to set up some form of late pledge or other preorder platform? 

Developer

Oh goodness! I’m so sorry this slipped my mind. 

Yes Backer Kit will be available sometime this summer! 

Excellent, thank you!!!

Dear most honorable and blessed Jim Hall, I ran a session of Beetle Knight with my friend a short while back, and we have a question about the weapon mechanics. As it stands currently, I scratch my head.

The rulebook reads,

"USING WEAPONS - You can use any weapon. Add your relevant Ability Modifier to attack rolls. When attacking you can only roll up to your relevant Ability. E.g. I attack with my Talon (d12) but only roll a d6, because my Might is d6."

So then, does mean that I always attack using my ability die? Even if I have a massively epic weapon like the d12 Talon, I only use my d6 in Might? If that is indeed the case, why would I bother with using any weapon that's greater than my ability die? We pondered and pondered this for a long time, and no matter how we looked at it, it did not make sense to us. Is this the intended design of the game? Are we missing something?

Blessed and honorable Jim Hall, despite this conundrum we enjoyed playing Beetle Knight, but this question haunts us so. Please, we beseech thee for an answer. Favor and grace be upon you.
Developer

Dearest Xagu,

You are interpreting the rule correctly. The idea is that a Knight with a low Might cannot properly wield a giant talon. Meanwhile, Knights with high Might have a wider selection to choose from. The exception would be special items which you are able to wield due to the exceptional quality of the weapon.

If your Might is low, you will have a higher Agility, Presence, or Intellect. Therein lies your Knight’s strength!

highly encourage you to hack the rules to make them most fun for your table. 

Sincerely,

Jim Hall

Can/Will this version of the game be updated to the version which went to print?

Developer

Yes! I’ll get it uploaded in the next couple of days. 

Hi, is there any way we can purchase the additional PDFs from the kickstarter? I'm specially interested in the solo rules and the Litterfall World Guide

Developer

Soon! I haven’t gotten a chance to publish them yet but hope to get to it in the next week or so. 

Hey folks, really excited to get started and play with some friends! I backed the Kickstarter but I appreciate having the digital downloads to send to my players for reference!


Question, as someone whos extremely familiar with DnD and this would be my first time leading a non DnD campaign, do you have any tips or things that could help the transition easier? (I'm working through the material and fully understanding mechanics at the moment!) 

Developer

I’d say, wrap your head around the core mechanics, Contests and Emblems and Resolve, and other wise trust your existing rpg instincts within the new game’s vibes. That’s what I do when starting with a new system. 

Give the player and arbiter principles a read through right before starting your first session. Perhaps point it out to your players. 

I find new BK players neglect the benefits of team work. It’s super powerful using assists

Thanks so much! I appreciate the advice ! 😊 Excited to get started and play! 

I have a question about this part "A tie follows the Tie rules. E.g. The attacker rolls a d6 and gets 5. The defender rolls a d8 and gets 3, so the defender takes 5-3 = 2 damage." Does that mean you just roll the dice again? Or what would this rule be for ties, because there aren't any ties in the example?

If you see my writing weird, it's because I'm not that good with English, and I used a translator to ask this question.

Developer

Yes the example shows is for combat in general. Take a look at the Tie rules on page 27 under “Contests”

Okay, so I was right, thank you very much.

I have a question regarding weapons. You can only use weapons whose value is equal to or less than the skill you're using, and if you use a weapon with a higher value, you only do the damage you cast with the skill. So, why put such a high damage die on some weapons if you can only cast the damage with your skill die? I have that question.

Developer

For one, Special Items and species traits aren’t limited by this. 

But for other weapons, the limit is meant to balance might and agility against the other stats. As you play you might increase your might or agility through special item upgrades, or through promotion, in that case you can roll higher dice as you progress. Hope this helps! 

Developer

I’ll add that you CAN use weapons with greater die values that your might and agility. It’s just you will only roll your might or agility. 

For example, if you use a d20 sword and your might is d10, then your would roll a d10 to attack. 

I understand, well that was my question to be able to start a session that I wanted to do with some friends who are new to role-playing (haha me too but I've already played some DnD sessions) Thank you very much for answering my questions

Developer

Youre welcome! Have a blast ❤️✌🏼