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Vengence

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A member registered Jun 06, 2020

Recent community posts

To clarify the ceremony gave them the power to attack using shadows.

I had a query about the intention of spells and maybe how I could/should be balancing them. My players love the casting system and have been using spells plenty when they have the cunning for it. They are level 2 and recently had to fight a 6HD enemy, I didn't roll bad maybe 19 for hp and gave it 5 ac. They killed it in two attacks because one of my players cast a ceremony on themselves as the day started. The attack succeeded as they have high cunning and did 2d6 damage should this be possible or should only words do damage here? I had them do a cunning to attack should this have to beat the monsters ac? Does this have to beat the damage they took last round? if so AC and HP damage(also is this the case for words too)? and Finally should mishaps apply?

Sorry for the lengthy post, If this is stuff I should just decide fair but I struggle to see why you'd ever use conventional spells/weapons if 1 ceremony can do this damage for a whole day and I don't want my ritual lacking players to feel less useful.

Great change Chris some players at my weekly game just hit level two with none of them rolling up in health, I did have the thought that recovery die going from 1d3+1 to 1d4 at level three isn't really an upgrade cause the minimum goes down and the maximum stays the same would you consider 2d2 or 1d4+1 here? Loving the game by the way!

Thanks! 

I may be misreading the section on light rules but where it says "If any of your dice ever shows a 6 or you fail on 3d6 the light goes out." this is implying if you get over 4 on 3d6? It's never explicitly stated that over 4 is a failure except of course when a 6 is seen. Could anyone confirm if I'm understanding this right? 

I second the idea of additional travel rules including naval elements it would be really cool but I also understand that it'd maybe be a little unnecessary, the scars expansion is great btw!