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FunPak64

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A member registered Dec 10, 2020

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Notes from an initial readthrough of the system and a practice character creation:

  • It's mentioned on Pg. 39 that Heroes may perform as many of each Opportunity they can afford, but Dash also states that you can't Dash, take an Action and then Dash again. Am I reading this wrong?
  • The Dodge counter mentions Light/Medium/Heavy Loads, which aren't described anywhere. The closest equivalent I could find were the three armour weights, being Clothes, Light and Heavy.
  • There's no example as to how a character might react to another character of an Aspect complementary to theirs. (pg. 75)
  • The Bolt Aspect appears to be the only one with a weakness to itself - this could be intentional, but regardless stands out.
  • Each Discipline comes with an VAWN bonus - does this bonus change when you swap Disciplines, or do you just get the bonus from your starting Discipline?
  • All Disciplines mention the party's Warchest, which I can assume from the Party sheet is a communal gold fund, but it's not mentioned anywhere else in the rules.
  • Black Mages, Mendicants, Swordsages and White Mages gain accessories as part of their starting equipment, which isn't mentioned anywhere within the alpha release nor in the corresponding devlog as a reference to something that doesn't exist.
  • Swordsage has the text 'Pick Blademaster as your free Boost, depending on which weapon type you’d like to focus on', which makes very little sense when there's only one selection.
  • During Downtime, is it possible to change to a different Discipline to buy one of its abilities and then immediately swap back?
    For example, a Swordsage wants to get MP Boost from the Black Mage Discipline. Can she, during Downtime, swap to Black Mage and buy the ability before swapping back to Swordsage?
  • Are the free Action/Boost abilities from a given Discipline 'locked in' when you first swap to a Discipline, or are they rechosen each time you swap to that Discipline? (If rechosen, are there limits? e.g. only abilities touching central tile)
  • Boltara (Bolt Mastery 2) deals Flame damage, which is presumably a typo.
  • Three weapons (The Arquebus, the Bowrifle and the Hunting Bow) have the Ammunition property, but this property isn't described anywhere.
  • During camping/downtime, do Heroes have individual numbers of actions or are the actions split between them? It's not clear. This also extends to Lifestyle Costs - does the party pay it as a whole, or does each Hero pay it individually?
  • The Hang Out camping action makes reference to clearing 'strain', which isn't mentioned anywhere else nor is it on the character sheet.
  • Pg. 28 makes reference to a Downtime Action used to remove conditions gained from travelling without supplies, but it doesn't actually exist down in the Downtime section.

This is a fascinating system, and I'm very interested in seeing where it ends up going!

edit: I only just noticed you had v0.1b up, some of these might be irrelevant now

Just from a bit of casual use and experimentation, I think I've noted a few things that would be nice to have in the full version (whensoever you've time to get that put together). This won't be everything, but it's what I found while experimenting.

General:

  • The builder is occasionally slow to react to changes, which was mostly expected considering this is a advertised beta but worth noting regardless.
  • It'd be nice to have a 'New' button underneath File to start a new sheet, since right now you have to close the builder and open it up again in order to get a blank character sheet.
  • Being able to quickly collate a sheet into a .pdf or similar for printing would also be nice for in-person games.

Biography:

  • A few extra fields, such as "Pronouns" or "Player name" wouldn't go amiss, but aren't exactly necessary.

Attributes:

  • Displaying how much Experience is necessary in order to proceed from the current Level to the next would be appreciated, because it means you wouldn't have to reference the table in the book every time you got some Experience.
  • When selecting a character's type (PC/Elite, Flunky, etc), a block containing the additional rules for that character type (if there are any) wouldn't go amiss.

Skills & Flaws:

  • A note somewhere on this tab on what the current limits for Fast and Slow Skills/Flaws are would be appreciated, as they currently aren't enforced.
    Also, while Fixed skills are denoted by their lack of a Level box, there isn't any way to tell the difference between Fast and Slow Skills/Flaws other than pulling out the rulebook and looking them up - something to show that would be nice.
  • There's also a similar point when it comes to Seasons - you can't currently see which skills you can and can't take in your current Season.
    Even just a little line in the description of each skill reading "Season 2" or similar would be useful here.
  • This note only applies to people who like optional rules, but the NPC-only Skills/Flaws and the Equipment Skills/Flaws are missing from the lists.
    I normally wouldn't comment this for a beta, but some of the other optional rules are present (such as Elemental rules) so I decided to make a note of these ones not being here.
  • Despite there being a Custom Flaw option, there's no similar Custom Skill option.
  • The Unmovable Skill doesn't dynamically change its description when changing its Level, unlike others.
  • There's also something screwy with the maths if you put multiple of the same levelled skill into the same character sheet, but I haven't been able to discern much about it by myself.

Techniques:

  • The same note about Season limitations from Skills & Flaws also applies here.
  • A Technique's Core Power can be reduced to 0 or even to negative numbers.
  • Applying the Special Attack Modifiers (Debilitating Strike, Drain, etc) doesn't seem to affect the damage modifiers of Damage Core attacks.
    Also, no incompatibility notice is displayed when putting more than one Special Attack Modifier on a given Technique.
  • The Special Attack Modifier Debilitating Strike and the Grant Flaw/Skill Limits don't bring up the Flaws/Skills interface to select which Flaws/Skills to grant.
    The Grant Skill Limit also appears to be incompatible with the Weaken Core for some reason.
  • The Special Attack Modifier Drain also doesn't throw errors when used with Cores other than Damage and Ultimate Damage.
  • The Reposition Modifier only moves the target 1 space by default, despite the recently distributed Valor v4.2 listing that it should be 2 at base. The additional space for using it with a Strength Damage Core Technique is also missing.
    This issue also occurs with the Destruction Modifier, where its scaling is half of what it should be.
  • Modifiers that require certain other Modifiers, such as Line Variation or Smart Area of Effect, don't throw errors if those Modifiers aren't present on the Technique.

I.. didn't expect this to be as long as it is when I started writing. Sorry about that.

While I'm yet to properly use these rules, I have noticed that there's no Weapon Proficiency for Dragonstones - it's likely just a miswrite, but worth pointing out as well.

Additionally, there's two Weapon Traits named "Dark Breath", when one of them seems like it should be named something like "Light Breath" instead.

I think my final note from a casual readthrough is about Class Points - is it only Class Points that can be spent on Traits and W. Proficiencies? There's also a minor typo that states that 5 CP is gained every level, when the table immediately below seems to indicate that 5 CP is gained every season.

Is there a pdf version of the v1.08 rulebook available?