#ttrpg combat map
Explore tagged Tumblr posts
gremlinmaps · 14 days ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media
Sewers and their Secrets
"Sewers are a staple for every adventure - from hidden black markets to rat and spider infestations to hideouts ranging from the downtrodden to straight up villains... Can't have a sewer without something going on in there!"
11 notes · View notes
2minutetabletop · 2 years ago
Text
Tumblr media
Skies of Sitari
Put your aviation skills to the test with Garm's latest sci-fi article, utilizing an exciting and unique tabletop RPG that makes air combat the star!
→ You can read about it here!
61 notes · View notes
cat-of-many-faces · 11 months ago
Text
Tumblr media
Nexus Defense battlemap
Nothing amazing, but I'm pretty happy with it :)
Made in Ikarnate.
18 notes · View notes
gr3y-heron-art · 10 months ago
Text
Tumblr media
A prison wagon, crashed in the woods... what could have happened here?
A map for my DnD game, quite rushed I will admit but not bad for one drawn from scratch the day before!
4 notes · View notes
cloaksandcapes · 2 years ago
Text
Need Help! Seeking DnD Map Post!
So, I'm an idiot.
I've seen this post of a DnD\TTRPG Map come across my feed MULTIPLE TIMES! Of like a Tree House\Platform on the back of a giant Slug. I've come up with a cool encounter for it, got it all planned out for tomorrow and wouldn't you know it...now that I need that map...I CAN'T FIND IT AND DIDNT SAVE IT ANYWHERE?! Please help. :(
14 notes · View notes
cloaksandcapes · 2 months ago
Text
This is gorgeous! Would love something like this in different locales. Imagine a hill in a jungle, or pools of water among coral and realize in an underground cavern. The player journeying to several Elemental locales to gather Primordial Prisms for some great ritual.
Tumblr media
Hello, everyone!
It's time for your players to travel to the top of the volcano to destroy the artifact that will consume all life as we know it.
The journey will be hard and full of dangers, but everyone will remember the valiant efforts of those who could succeed at saving the world!
The creature tokens for this map are a Fire Djinn, a Phoenix and a Volcanic Demon. Emerald tier gets the Volcanic Demon while Diamond tier gets all three. In addition, Sapphire tier gets extra creature token variants.
You can see a preview of all of this week’s Patreon content here.
Thank you very much for taking a look and be sure to check out my Patreon where you can pledge for gridless version, alternate map versions as well as the tokens pertaining to this map.
83 notes · View notes
hecticelectron · 2 months ago
Text
Hi, this is a big post about my new TTRPG, Defy the Gods, which I’m Kickstarting soon. It’s a queer sword & sorcery adventure-romance set in fantasy ancient Mesopotamia. I was inspired by Conan, Clash of the Titans (1981!) and Princess Mononoke. (I've also got a BlueSky megathread going about it.)
The Kickstarter is live until May 29. Back it now!
Tumblr media
Art by Thalie Shelen! @thalieshelen
(Btw hi I'm Chrys, a queer, trans game designer in Columbus, Ohio. This will be my second published game. The first was a furry pack of nonsense called Raccoon Sky Pirates.)
Defy the Gods is sword & sorcery as a story game. My favorite PbtA games emulate specific stories and lead you to resonant emotional moments like you find in those stories. Here, I used PbtA to emulate sword & sorcery, with an emphasis on the romantic moments—but also plenty of metal 🤘. You use the flirtation mechanics (taken from Thirsty Sword Lesbians) to tempt, support, or thwart others. But then, you can roll too high (taken from Apocalypse Keys), where you get more than you bargained for. Like Conan running out of the Tower of the Elephant while it crumbles around him.
Also like Conan, you have a glorious destiny, but in this case it ain’t good. Rising to your most powerful self makes you monstrous, heralding your character’s end as a hero and their beginning as an NPC antagonist.
It’s a queer game. You can fall in love with anyone, or make them fall in love with you. But because the game is also about power, the gods and tyrants wait to stomp on you if your enticement falls flat. Like if you flirt with someone in the wrong neighborhood. Every character has their own arc, and one of the things I had the most fun with was making those feel like queer problems as well as ancient-world sword & sorcery problems.
Play a fierce Sword, chaos-loving Sorcerer, fugitive Revenant, mischievous Sailor, immortal-sworn Vessel, or wild-raised Wolfling. (All character portraits by Thalie Shelen @thalieshelen)
Tumblr media
The Sword is big-hearted and violent. You have a move that lets you kill any human-sized mortal NPC within arm’s reach, without rolling, if you’re not already in combat. This always causes more problems than it solves.
Tumblr media
While most players roll just 2d6 & add their stat, the Sorcerer casts spells by rolling a lot of dice & looking for patterns in them. If you can’t find any patterns, your sorcery runs amok. This chaos is kind of lovely. For instance, you're always changing your body—sometimes on purpose, sometimes not. But always gorgeous.
Tumblr media
The Revenant is like Inanna, or if Eurydice made it out. They escaped the land of the dead. They aren’t who they were in their past life, nor who they were as a shade. They're still figuring out who they are now. Demons pursue them to claw them back to the Underworld.
Tumblr media
The Sailor can call on a cast of past friends and lovers for help. They always have a plan, and an eye for the exit. One of their moves lets you fill in the map of the otherwise unknown world.
Tumblr media
The Vessel is in love with a minor god. They channel their patron’s power by wounding themself, but their patron can also soothe their pain.
Tumblr media
The Wolfling was raised by animals in the Wilds and is curious about the humans, but they belong in neither world. They're definitely the part most directly inspired by Princess Mononoke.
The World Forces are the antagonist. You build them at the table, in quick rounds of pick lists. They are:
The Pantheon: gods, goddesses, and demons. They make the rules, but maybe you can break them.
The City: tyrants, the wealthy, and others with the gods' blessing. They push you to the margins, but you can fight to be seen.
The Wilds: gigantic creatures and their trackless wilderness home. It's place of danger and new rules, but you'll probably break them.
The Shadow of Atlantis: long-gone elders. They dared to scorn the gods, and the Pantheon destroyed them for it, but through you they may live again.
Death: a hungry, totalitarian force. Its underground domain is the end for all mortals and the mockery of hope. But maybe you can return.
Tumblr media Tumblr media
Art by Shan Bennion! @anonbeadraws
This was an intensely personal project, but it was too big for me to do by myself. Here are all the people who helped make it a reality:
Avery Alder: Design advisor
Basheer Ghouse: @basheerghouse Cultural consultant
Cat Tobin: Horizons Mentor https://www.pelgranepress.com
Cris Viana: Graphic designer & layout artist
Ezra Rose: Interior art
Kanesha Bryant: Interior art
Katrin Dirim: Interior art
Jaqueline Florencio: Cover art
Lyla Fujiwara: Developmental editor https://www.jarofeyes.com
Mary Verhoeven: Interior art
Omar Ramadan-Santiago: Cultural consultant
Rae Nedjadi: Developmental editor https://temporalhiccup.itch.io
Rue Dickey: @ilananight Copy editor
Sean D’souza: World-builder & writer https://linktr.ee/seandsouzax
Shan Bennion: Interior art
Thalie Shelen: Interior art
(art by Shan again! @anonbeadraws)
Tumblr media
Thanks for reading! The Kickstarter is live through May 29th. Back it now!
2K notes · View notes
tinytablepodcast · 14 days ago
Text
Help Us Choose Our Next Game
We received so many wonderful submissions from the indie ttrpg community of games to play next on Tiny Table. We need your help to narrow them down! We will be taking the top 3 games to Patreon for our patrons in the Mini and Micro tier to vote on.
Reactors and Romance: Reactors and Romance is a rules-light RPG about flirting while piloting a giant robot. You only have one stat, and that is your HEAT 🔥. Your HEAT measures how hot your mech's reactor is getting, and how hot of a pilot you are 😉 Will you fight or flirt your way through battle? Can you keep your mech from overheating? What will it be hotshot? https://jp-bergamo.itch.io/reactors-and-romance 
Dawn of the Orcs: Dawn of the Orcs is a GMless dark fantasy worldbuilding and roleplaying game. You play as the magical technocrats who create the first Orcs as weapons of war, modify and improve them over time, and tell the story of how the Orcs become their own people. https://lymetime.itch.io/dawnoftheorcs 
The Trains of the Glorious Republic of the People: The Trains of the Glorious Republic of the People is a tabletop RPG where players take on the roles of a train crew in a fictional 1930s totalitarian state. Your mission is simple: get yourselves and your unique train from point A to point B though things are never that easy on the tracks of the Glorious Republic. The game requires only d6s, pen, paper, and, above all, your loyalty to the party.
'til it kills us: in ‘til it kills us, you play as a group of young, reckless queer activists fighting to make a difference in the world. you’re angry, and you’re scared, and rightfully so. not to mention, you’re all a little bit fucked up. whether you’re dealing with issues at home, struggling with mental illness, or just learning to stand on your own two feet, life isn’t easy. but you’re also in love with the world, and with each other, so you keep fighting anyway. it’s the only thing you can do. the only problem is your magic. sure, it protects you. sure, it helps you fight. but you can feel it – feeding on the most unpleasant parts of you. and the longer you have this magic, the more you fear by those feelings. you worry it might be powering but you keep fighting. what else is there? remember what you always said: we’re going to keep on fighting ‘til it kills us. https://damsels-dice.itch.io/til-it-kills-us
Dragon and the Warrior: Create your own oldschool JRPG world as you play, by drawing monsters and maps; creating magic items, spells, allies, and quests; or filling the world with towns and dungeons. Every conflict, whether a sword and sorcery combat with monsters, or an argument with your overbearing mother, is imagined as turn based combat with a card based system. Players constantly switch between playing the hero protagonist and taking on varied GM roles, controlling Allies, Monsters, or Treasure! https://orioncanning.itch.io/ 
here, there, be monsters!: here, there, be monsters! is a rules-lite response to monster-hunting media from the monsters' point of view. It is an explicitly queer, antifascist and anti-capitalist game about the monstrous and the weird not as something to be feared, but to be cherished and protected. It features a simple tag-based system and resolution mechanics based on a pair of six-sided dice (2d6), as well as 100 pre-made character backgrounds and dozens of other tables to get you started as fast as you want. Play as a diverse crew of monstrous, anomalous or just generally odd people. Create and populate your own supernatural underworld, abnormal gang and extra-dimensional haven. Hunt monster hunters! Punch nazi occultists! Eat the rich! Protect each other! Fight back! Here, there, be monsters! https://soulmuppet-store.co.uk/products/heretherebemonsters 
Speedrune: SpeedRune is a rules-lite ancient world fantasy game. Inspired by myths and fairy tales, players build and maintain a community between seasonal adventures. It's like if Xena: Warrior Princess fought the Bible but weirder. Check it out for free here: https://erinking.itch.io/speedrune
I’m in!: A fast-paced game where you pull off a one-shot heist, including everything from assembling the crew to the getaway. Using the rules of Blackjack to resolve the various obstacles of the game, it's a snazzy, jazzy time! https://gobbogary.itch.io/im-in 
Wizards of the Longest Night: WotLN is a game about WIZARDS, DOMINOES, ESCAPING DEATH and OBSCURE RULINGS. You and your FELLOW WIZARDS are trying to escape DEATH ITSELF as it twists the world around you back towards it. You are FULL OF WIZARD HUBRIS and think you can BEAT BACK THE CONCEPT OF ENTROPY which of course you can, because you have WIZARD MAGIC. You lay down paths to meet death as you lay down cards to beat it. Or tarot. Or scrabble times. Fuck it, play uno. Swap someone's hand. Play poker with a hand full of small rubber pigs. Cast wizard voltron. Read the rules. Cheat at the rules. Stick postit notes on your friend so you can offload your entire hand and declare uno. Watch the gameshow wheel of fortune. Be a horse. Email god. Cast the estrogen spell. BEAT DEATH AT ALL COSTS. The darkness stretches on forever, but if you set enough things on fire you dont need the sun to know the dawn again. https://moonhawk.itch.io/wizards-of-the-longest-night 
Death Cap Sauté: Death Cap Sauté is a GM-less one-shot TTRPG for 2 to 5 players. Players will compete in a deadly cooking competition in the weird post-apocalypse to gain the favor of the elusive Shroomp Lord! Using a simple push-your-luck dice system, face-off in 5 unique cooking challenges to see who will come out on top! https://junkfoodgames.itch.io/death-cap-saut
If you submitted a game to us and don't see it on the list, don't fret! We will be hosting many polls like this and your game is still in consideration. If you game is on here and isn't chosen to move on to our next poll, also don't fret! We may add it on to the next poll again.
107 notes · View notes
windienine · 1 year ago
Text
befriend rats & kill god in a lush portal fantasy adventure by jenna moran
come on a journey with me?
there - past the scaffolding, past the rafters, up above past the windows and gables and fire escapes, if you make it to the roofs -
you'll encounter environments not of this world. rooftop gardens that have twisted themselves into dense forests, church spires that have , tiled expanses that stretch into the horizon and become meadows, gutter-lakes, deserts, mountains...
you'll encounter them, too, if you really look: the rats.
they want to show you these places, navigate them, map them, study them, know them. they want to befriend you, guide you, tell you their stories and weave new ones where you feature alongside them. if you want to make any headway, up there on the roofs, you'll need their help.
after all,
this is a place where the gods do tread. if they find you creeping about their domains, they will find you, kill you, transform you, dig their hooks into your very soul and never let go.
the rats know a secret.
gods can be killed.
you are the key.
the far roofs, currently crowdfunding, is home to some of the best role-playing game i've ever had. participating in several playtests has completely sold me on its viability as a system. notable are its set of unique oracle mechanics that tie into its freeform roleplay system, determining the physical and emotional outcomes of different events. gather hands of cards and tiles to weave together magic that can alter even monumental fates, fight peril with dice rolls, and collect components for spells and make headway on character advancement by spending time getting to know your companions, both human and murine.
it is, of course, written by dr. jenna moran, best known for previous innovative ttrpg experiences about divinity, such as nobilis, glitch, chuubo's marvelous wish-granting engine, and wisher, theurger, fatalist (WTF).
the philosophy of the far roofs is that dungeoneering is about the journey - the sights you see, the meals you make, the tales you tell, the companions you gain and lose - as much as the monster-slaying. each combat is a descriptive crescendo of the experiences faced up until that point, encompassing everything you've felt thus far. if any of this intrigues you, then, well... come on a journey with me?
730 notes · View notes
tabletopgayventures · 7 months ago
Text
I love maps but I understand not wanting to use them all that much. They can be difficult for the game master to set up and manage. I'm lucky because I have built up a library of maps and terrain both physically and digitally. But not everyone has access to that and honestly it's hard to set up sometimes. Especially if an encounter happens out of the blue and I don't have a map ready. We have to pause everything set up some kind of map. If it's physical I have to find a map or draw something rough, I have to find pawns/minis, players need to move sheets and food to make space. If it's digital I have to find a map that's close enough to what I described.
It's also hard to find maps that work. I'm running a Starfinder campaign and there just aren't a lot of options for Sci-fi style maps. It's mostly just fantasy style maps. When I was running Tomb of Annihilation we kept the map of Chult on the table at all times to help keep track of where the party was campaign in the hex crawl. We would cover it up when setting up a combat map. But if the encounter was small I wouldn't use a map.
Overall I like using maps. They're a huge help, especially in big encounters. But I understand not wanting to use them because they can also be a hassle sometimes.
There’s been a consistent push towards mapless play in the TTRPG space (in all but those games that lean most heavily into their tactical wargaming roots). The idea of genre emulation and trope usage has made tracking precise physical space all but obsolete in most cases . . . but I hate that. I think that there are some stories that are only at their most effective when one can see, interact with, and directly make use of their environment. There’s the obvious example of war games, but stealth games also heavily benefit from having an environment that players are able to see (or at least see a vague representation of). The visual representation of physical reality helps ground the fiction in that reality, and mapless play almost always loses that.
Do you prefer maps? Do you hate maps? Why or why not?
226 notes · View notes
anim-ttrpgs · 10 months ago
Text
Eureka: Investigative Urban Fantasy July 11th Update, Wolfmania, Our Biggest Update Yet!
Tumblr media
youtube
This update was delayed by about one week, but I think everyone will find that this was well worth it, as this has been our most significant update ever to the rulebook and general content of Eureka. Where do I even begin?
Maybe I’ll start with the best part. For a limited time, this update is FREE! You can grab a PDF from the A.N.I.M. TTRPG Book Club Discord server from now (July 11th 2024) until the next book club round starts! (Which will probably be about a month.)
Here’s just a few of the highlights for this update, you’ll find the full changelog below.
Major cleanup and copy-editing is underway again finally, and we managed to eliminate 42 pages of unnecessary blank space and extraneous text, as well as rewording and reorganizing many rules sections to make them clearer and easier to read. You now only have to read 20 pages before the first mention of how to roll dice, rather than 70.
Ten new character traits.
A PC’s Wealth stat now has a much greater effect on them in more areas of gameplay.
A ton of new art assets.
A bunch of massive improvements to combat that make it flow smoother with fewer interruptions, some of these improvements will be discussed in detail in their own post.
Repurposed Chapter 7 into being a chapter dedicated to GMing and homebrew.
Huge cleanups to the supernatural chapter.
Some changes to monsters overall to make them more modular and less restrictive in character creation.
Two new playable “supernatural” “creatures.”
Two new mage traits as well. (Which also double as two new spells for the witch)
The weaknesses of a vampire are now a bit more subjective and modular. For instance, in character creation you can trade off a greater sensitivity to garlic for a more potent sense of smell, or a lesser sensitivity to garlic for a weaker sense of smell. Vampires are now also explicitly thematically tied to religion, religious trauma, and religious horror.
Wolfmania! The wolfman monster now has different transformation options during character creation. You now choose your wolfman PC’s partial wolf transformation and full wolf transformation, with four options for each. There are some major narrative trade-offs for different combinations but I’ll let you figure that out for yourself.
Then, there is "The Eye of Neptune." "The Eye of Neptune" is a Eureka: Investigative Urban Fantasy adventure module that has languished in an unfinished state for like six months, but we finally got it like 99% complete. The only thing missing are the maps and the artwork, which it is fully playable without.
Man has built a city of steel and black blood atop the endless abyss. It is a beating heart bound together with labyrinthian pipe veins. Hundreds of miles away from civilization, it stands in the midst of the Gulf of Mexico with naught but empty horizons around it. Within is a vast structure of winding halls, grinding machinery, and thousands upon thousands of small parts working to achieve a grand design. It is the Offshore Oil Rig Neptune, and it was once run by 200 workers. Now, in the midst of the COVID-19 pandemic, it has fallen to more or less a dozen. These last vestiges of life in the rig spread themselves thin and work their hands to the bone to keep the massive beast running. In the midst of this overwhelming isolation, two members of the already shorthanded crew are unaccounted for, Seth Barlowe and Lukas Ward. The installation manager, Noah, has convened a meeting to try to find out what happened to him. With the crew already severely shorthanded and tensions running high, a mysterious disappearance is the last thing anyone needs. 
You can get a copy of The Eye of Neptune, as well as another adventure module, several stories, and continuous monthly rulebook updates from our Patreon for only $5/month!
Now here's the full changelog! I'm mercifully putting it under a Read More because it's our longest one yet!
Tumblr media
CHANGE LOG 
Copy-editing Progress: Thoroughly copy-edited up to p. 47.
CHAPTER 1
Better clarified how Heat increases.
Minor edit to Role of the Narrator.
Changed the name of Chapter 1 to “Core Gameplay Rules”
Minor tweak/clarification to what happens with a 7-9 on a Heat roll.
Instead of +1 Heat when the villain is in league with the police, Heat now simply does not decrease for the duration of the adventure. 
Heat rolls are now made whenever an investigator’s Heat increases by 3 or more within a single scene, rather than being made on multiples of 3 Heat.
Added another entry to the list of how Heat can increase
How much Heat an investigator starts the adventure with is now based on their Wealth stat.
Minor sentence reworks
Added a more detailed story of A.N.I.M. and Eureka’s history to the foreword
Moved Verisimilitude section out of Foreword down below Inspirations 
Moved “Deadly Combat, Permanent Consequences” to Chapter 3 above Grievous Wounds
Moved the “Monsters” section of the foreword to Chapter 8
Better clarified starting Heat
Lots of copy-editing and minor twinning, additions, and tweaks
Fixed the Quick Term definition for Truth being inaccurate.
Moved a bunch of sections from Chapter 1 to Chapter 7, including Heat
CHAPTER 2
Fixed the Believer Snoop accidentally being put with the Woo-Woo trait
Tweaked the None of My Business Trait
Changed Traits section to “Mundane Trait List”
Changed the amount of Penetrative HP for Not Finished Yet trait to 13 instead of 10
Added holster to item list.
Found out bump stocks are no-longer illegal 
Added “It’s for a Book” trait 
Added “Moneybags” trait
Added “The Ascot” trait 
Added “Gang Way!” trait 
Added “Dangerprone Damsel” trait
Added “Master of Disguise” Trait.
Added “Ninja” Trait
Added “Quick Draw” trait
Edited the Food Budget item to be more clear
Changed it so that guns no-longer come with bullets, these must be bought separately
Changed having +2 Wealth to “middle class” and +3 Wealth to “upper middle class,” to better describe how the Wealth skill actually influences the game
The formula for calculating WP is now 3D6+6+[Wealthx2]
Increased the WP price for certain items to reflect the above change
Added “Frugal” trait 
Added “Kleptomaniac” trait
Added art of example investigator Nick Morgan
Moved a bunch of sections from Chapter 2 to Chapter 7
Moved some stuff about investigators losing items to Chapter 7
Moved some stuff about homebrewing traits into Chapter 7
Changed the name of Chapter 2 to “How to Make an Investigator” because now all the NPC stuff is moved to Chapter 7
Better clarified skills
Changed the heading “Additional Traits” to “Choosing More Than Three Traits”
CHAPTER 3
Added clarification that sometimes it does matter whether a weapon is a blunt weapon, a piercing weapon, or a cutting weapon, and we trust players to be able to intuit what types of weapons are what.
Made animal teeth and animal claws separate entries on the weapon list
Better clarified when Speed needs to be calculated and when it doesn't
Explained what a node map is
Removed the rules for doing turn order based on Reflexes rolls, and finally made it so that Epicenter Initiative works with firearms combat.
Added rules for equipping weapons during combat
You now add Acceleration bonus to Athletics rolls for characters moving long distances in theater of the mind combat. Need to go around and remove the special speeds for various supernatural characters. 
Added a section that explains why so many pages is dedicated to combat despite this game being an investigation game primarily
Added art of some small knives
Put “Deadly Combat, Permanent Consequences” to this chapter instead of the Foreword
CHAPTER 4
Added some art to the gun information list 
Made Fully Automatic Fire have a hard limit of 12 bullets per attack. 
Added Quick Cycling rule, allowing characters with a +2 or more in Firearms to fire Two-round Bursts with Single-Action and Repeating firearms.
CHAPTER 5
Added rule for ride-by attacks to basic melee attack
Better clarified Escape
Attempts to disarm a character now have bonuses or penalties based on the difference between the Athletics skill of the two characters involved, similar to how Escape attempts work. 
CHAPTER 6
Clarified that Acceleration is not affected by Composure
Tiny tweak to how chases are described
Better clarified when Speed needs to be calculated and when it doesn't
CHAPTER 7
Added “How We Play Eureka” section explaining which optional rules we personally do and don't prefer
Changed the name of Chapter 7 to “Advanced Narration and Homebrewing”
Added a ton of stuff from other chapters to Chapter 7 to make it a general chapter for Narrators as well as help with game/module design and homebrewing. It is currently a little bit of a mess but is at least serviceable until we get to the point where we can fully copy-edit it.
CHAPTER 8
Minor vampire tweaks
Made it so that that the vampire sensitivity to certain scents is more codified and now causes composure rolls, and now works more like their compulsion to count things in that the placement of the weakness on their tiers of fear determines how much of a bonus they have to Senses checks involving smell and taste. 
Adjusted Even Monsters are Afraid of Something section to reflect the above changes 
Added more mechanics for how NPC vampires interact mechanically with weaknesses. 
Better clarified the full moon roll for wolfmen. It is now just 1D12+1. 
Better codified superhuman strength as a rule.
Gave the math for handling consistent HP across alternate supernatural forms its own section.
Completely redid the wolfman wolf forms. Now during character creation players can choose one of four options for each of the wolfman’s wolf forms, each with their own advantages and disadvantages. Up to 16 possible combinations! Wolfmania!
Improved the werewolf trait to fit with the updates to wolfman
Adjusted wolf manifestation of vampire to fit with new wolfman rules. 
Better clarified vampire claws
Added Supernatural Bonuses and Investigation Rolls section
Tweaked wolfman involuntary transformation so that the form they rampage in is still random even if they are already in a wolf form when the rampage starts
Changed stats of vampire’s bat manifestation
Better clarified vampire sunlight and silver weakness mechanics
Totally revamped vampire’s monstrous beast manifestation 
Redid the Superhuman Speed mage trait, made it a lot better 
Improved the Stealth bonus of the Invisibility mage trait
Improved Stealth bonuses of thing from beyond.
Added a “Purpose” mechanic to living dolls, which is what the doll in question was built to do. When they act towards this purpose, they get +1 to rolls, and when they fail or otherwise ignore their purpose, they may lose Composure. 
Updated Even Monsters are Afraid of Something section to reflect the above
Made it so wolfmen lose 2 Composure from skipping a meal instead of 1.
Clarified that the thing from beyond does not need to stay in human shape the entire time they are digesting a human victim. 
Clarified the possibility of escaping from a monstrous supernatural beast’s stomach for both the giant wolfman forms and the monstrous vampire manifestation. 
Clarified Telekinesis trait
Added “Manifest Weaponry” Mage Trait
Added “Incredible Strength” Mage Trait
Added ability for an investigator to be a talking dog.
Changed “wannabe monster hunter” to just “monster hunter” and added a new sidebar
Rewriting large chunks of the first half of chapter 8, redefining each type of supernatural investigator, and adding a fourth category of investigator. Work in progress
Monster investigators now only require 18 investigation points instead of 21. 
Removed “Is this a monster or a mage” section. This is no-longer needed now that these categories are more clearly defined. 
Removed blood sacrifice from the witch’s true nature and just committed to making it be about cannibalism and about using magic–any of their magic–for petty and/or entirely selfish reasons. 
Gave witches a proper weakness
Changed the name of the witch to Fairytale Witch
Moved Alternative Witch into the misc. category
Removed large chunks of chapter 8 that were either no-longer needed or had become so outdated as to be contradictory to other rules
Vampires now gain 1 additional point of Composure for every 5 Morale or Composure damage they do to their victim during an attack, to better codify how they feed on human suffering as much as the literal blood they drink.
Added the “Monsters” section of the Foreword to this chapter instead
Changed the name of the Thing From Beyond’s “Shapeshifter” trait to “Imposter Syndrome”
Moved some stuff about homebrewing traits into Chapter 7
Elegantly designed and thoroughly playtested, Eureka represents the culmination of three years of near-daily work from our team, as well as a lot of our own money. If you’re just now reading this and learning about Eureka for the first time, you missed the crowdfunding window unfortunately, but our Kickstarter page is still the best place to learn more about what Eureka: Investigative Urban Fantasy actually is, as that is where we have all the fancy art assets, the animated trailer, links to video reviews by podcasts and youtubers, and where we post regular updates on the status of our progress finishing the game and getting it ready for final release.
Beta Copies through the Patreon
If you want more than just status updates, going forward you can download regularly updated playable beta versions of Eureka: Investigative Urban Fantasy and it’s adventure modules by subscribing to our Patreon at the $5 tier or higher. Subscribing to our patreon also grants you access to our patreon discord server where you can talk to us directly and offer valuable feedback on our progress and projects.
The A.N.I.M. TTRPG Book Club
If you would like to meet the A.N.I.M. team and even have a chance to play Eureka with us, you can join the A.N.I.M. TTRPG Book Club discord server. It’s also just a great place to talk and discuss TTRPGs, so there is no schedule obligation, but the main purpose of it is to nominate, vote on, then read, discuss, and play different indie TTRPGs. We put playgroups together based on scheduling compatibility, so it’s all extremely flexible. This is a free discord server, separate from our patreon exclusive one. https://discord.gg/7jdP8FBPes
Other Stuff
We also have a ko-fi and merchandise if you just wanna give us more money for any reason.
We hope to see you there, and that you will help our dreams come true and launch our careers as indie TTRPG developers with a bang by getting us to our base goal and blowing those stretch goals out of the water, and fight back against WotC's monopoly on the entire hobby. Wish us luck.
183 notes · View notes
gremlinmaps · 1 year ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media
Bandits!
"Bandits. What more can I say. They make hideouts, trap them, make it really hard to get in and out... especially for mapping purposes."
2 notes · View notes
rathayibacter · 7 months ago
Text
Rath's TTRPG Post!
Hey yall, been long enough that I should really write another of these. I'm Rath and I make weird tabletop games! I've got a lot of games already out there, and even more in the oven, so this post exists to help organize them all and give you a jumping-off point if you want to check out my work. Without further ado,
[BXLLET>
BXLLET is a post-apocalyptic cowboy game about the nature of violence. It hands players incredibly lethal characters, then asks those characters to try and find their way in the world. If all you have is a hammer, how do you stop seeking nails?
Every BXLLET character begins with a single bullet on their person, and can always spend a bullet to kill someone. Collecting more bullets unlocks your archetype's unique powers, making you an increasingly imposing threat—and juicy target. However, even as you become bloated with potential violence, you'll find plenty of problems escape easy solutions. Sure, you can always kill, but can you cut out the rot that runs deeper than any individual bandit, warlord, or capitalist? In a world fighting to rebuild itself from disaster, are you a wandering hero, or just a murderous tool of the old age? Can you help build a better future, or are you doomed to haunt its outskirts?
Thanks to two game jams and a whole lot of love, BXLLET also has a ton of additional modules, spilling over with scenarios, archetypes, factions, mechanics, and alternate settings. Here's a big list of them! Check them out, they're fucking incredible.
KATABASIS
KATABASIS is a tactical combat afterlife-crawl, where spirits fight using weapons and armor made of their emotional baggage to try and escape a surreal concrete afterlife. It's all about putting together strange builds to face off against bizarre monsters, all while meeting other stranded spirits and exploring the tangled world you're trapped in. If you delve deep enough, fight hard enough, maybe one day you can find a way to return to life.
KATABASIS is a work in progress, with the full game still a ways off. I'm currently working on the next update, The Highway Down, where players will fight their way across perilous highways tangled through a hanging city. Even so, the game's already packed with characters, equipment, monsters, and maps.
So go! Gather your painful memories, bare your petrified heart, kill the psychopomps and shatter the gates of hell. There might be no escape, but we'd rather die a thousand times more than give up looking.
Disparateum
Disparateum welcomes you to the Named City, a place at the edge of our world and the center of all others. Residents of the Named City wander across the full spectrum of possible worlds, visiting them as one might visit another neighborhood. Like KATABASIS, it's also a work in progress, but already contains pound-for-pound more raw ideas than anything I've ever written. It's a dense, strange, silly, and colorful game, and a gushing love letter to roleplaying in general.
Disparateum is a game for a Knight, a Thief, and a Seer, who explore the Named City in search of adventure and change. Here, shared dreams settle over the city at night; here, our reflections plot revenge from the opposite side of every mirror; here, dragons hold court to debate ownership of stories; here, museum corridors tangle their way through the past and into other histories; here, spiders weave a network of WiFi connections and host dense egg sacs of websites; here, sprawling statue gardens grow beneath our souls. Welcome to the Disparateum. Enjoy your stay.
Unskilled Labor
Unskilled Labor is a game about struggling to get by in the rotting corpse of capitalism. But this time, you have superpowers!
Unfortunately, the superpowers will not let you steal back the time you wasted in dead-end jobs, nor will they let you topple the system and fix everything singlehandedly. But, hey, did you really expect them to? The work to make a better world remains to be done, and maybe now it'll be slightly easier. Manifest a customer service persona to fight your friends' landlord, use perfect timing to escape the cops, coordinate supernaturally disruptive protests of an oil pipeline. Play using resumes as character sheets and calendars as battlemaps. Manage your well-being (as much as you're able), struggle against the tides of Western society, and spit in the face of authority. It's not a glamorous power fantasy, but hopefully it reminds you not to give up the fight.
Charcuterie
Charcuterie is a series of zines, each about 40 pages long, collecting various little experimental games, writings, and doodles. The first two have five ttrpgs each, four being updated versions of games I'd previously released and the fifth being exclusive to the zine. The third is instead a collection of poetry and short stories, though I'd be lying if I said there wasn't a streak of game design through it all anyway.
IMMORTAL Pop!bat 2: funK.O. (Definitive Edition)
Have you ever wanted a miniatures wargame with thirteen thousand seven hundred and ninety-nine unique statblocks? Have you ever wanted to microwave your friend's limited edition metallic blue Batman Funko Pop, but lacked the game mechanical justification to do so? Have you ever wanted to waste an entire paycheck on a terrible idea? IMMORTAL Pop!bat 2: funK.O. (Definitive Edition) has you covered. With two pages of rules and sixteen hundred pages of Pop!batants, with IP!b2:fK.O.(DE) you'll be making terrible life choices in no time.
Stationkeeping
In Stationkeeping, you've inherited a run-down satellite from your late aunt. Slowly you'll patch it up, add new rooms, and fill it with memories. The game's contained entirely on a small stack of handwritten index cards which you can carry around with you, slowly progressing the game by going out of your way to enjoy the little things in your day-to-day life.
And More!
I've got even more stuff over on itch, and I sneak occasional glimpses at my current projects into the #ttrpgs tag here on tumblr. Keep your eyes peeled!
And of course, I'm always happy to chat. If you're ever curious about something I've made or am making, if you enjoyed something or had thoughts on it, if you just wanna say hi, please reach out! Games are my passion, and I love nothing more than to talk with other passionate people. Until then, I'm signing off!
122 notes · View notes
theresattrpgforthat · 9 days ago
Note
This is kind of a weird one I guess but do you have any recommendations for urban fantasy games with crunchy combat that can utilise battle mats or terrain? ideally ones where the general population don't know the fantasy elements exist. Something with a vibe like fighting monsters and gangs in abandoned malls and subway stations instead of dungeons.
I wanna build terrain for an urban fantasy game but all the ones I see seem to be ones where combat isn't a huge focus, or they're very rules light, or combat is super deadly so you don't have an opportunity to screw around with positions a lot.
Thanks -w-
THEME: Urban Fantasy w/ Combat.
Hello! This is a pretty tall order, and I think that what you're looking for is closer to a war game than a ttrpg. I'm going to include a few tabletop games here, since that's my thing, but I'm also going to show you a little bit of what I found from the Wargame Vault, in case you find that to be a little more in your wheelhouse.
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
CAIN, by Tom Bloom.
Humanity is cursed, host to a roiling psychic sea barely understood or controlled, a phenomenon arising purely from the darkest portions of the human soul. While most humans are blissfully unaware of its presence, others are more sensitive. When it grows wild in these hosts, SINS appear, terrifying supernatural monsters that are anathema to reality itself.
CAIN is the solution, the global supranational shadow organization dedicated solely to the hunting and execution of sins. It’s mission is clear, its purpose steadfast. Is there anything better than a good hunt? Just think, you’re all set to slaughter to your heart’s content.
YOU are an exorcist, a powerful psychic soldier and tool of CAIN, honed and wielded for one purpose: WIPE OUT THE STAIN.
From the same person who brought us Kill Six Billion Demons and Lancer, CAIN is definitely focused on the hunt of something that regularly, everyday people can't see. The game uses d6 dice pools, and draws on a lot of narrative cues that I've seen in places like Blades in the Dark, so I don't know if it's necessarily as map-oriented as you'd like, but there might be something tactical in the choices your characters might have to make.
CAIN also puts a fair amount of stock in something called a Category, which is a scaling system to help you determine how effective any given action might be, depending on your character vs the type of supernatural power they are up against, as well as an exorcist's level of skill, the number of people involved, or how much of an area one might need to cover. The game definitely feels like it will reward you if you manage to attain some system mastery, so if you like that kind of challenge, you might like CAIN.
Majestic 13, by Snarling Badger Studios.
MAJESTIC 13 is miniatures-agnostic tabletop wargame where you command an elite team of alien hunters in a secret war to protect the Earth.
To the public, the modern era of alien encounters started in Roswell, New Mexico, on July 8th, 1947, with reports of a downed alien craft, which were quickly retracted and replaced by the story of a weather balloon. The public remains suspicious but accepts the story and moves on. Conspiracy theorists claim the government absconded with alien bodies and technology and hid everything from the people. Both stories are, of course, wrong.
Secrecy? Check. Monsters? Check. Terrain & combat? Absolutely check. Majestic 13 is not necessarily an urban fantasy game, but I think that you could swap out the aliens for fantasy monsters and you'd be pretty darn close. This is also a war-game, so it's definitely focused on the logistics of a drawn-out fight, rather than narrative beats. I think perhaps one of the biggest drawbacks of this game is that it's designed for only 1-2 players, so it would be difficult to bring this to a larger table.
Mad as Hell, by SoulMuppet Publishing.
Mad as Hell is an anti-capitalist demon-hunting exploration of activism and community. Play as Radicals, members of various Communities, banding together to fight the literal demons of capitalism.
The only way to kill demons is to understand what quiet violence created them in the first place, work out how to solve that problem, and turn it into a weapon. You might kill a demon of mouldy water with a purifier, a demon of poison-laced diet drugs with its own reflection, or a demon of bigotry with a pride flag. Unless you address the root cause of the problem, the wound in the world will continue to fester, and the demon will be reborn, free to wreak havoc. To defeat the demon truly, you need to make meaningful social change in your communities and help those around you.
Mad as Hell is rules-light, but it's also a combat game, where demons are representative of the evils that have arisen from a wounded world full of damaging power structures. You hunt these demons to protect the communities you are part of, and also to help combat the distress that arises from living in such a fraught environment.
I'm recommending this game mostly because it carries the fantasy setting that you're looking for, as well as focusing much of the game on conflict, although the conflict is probably less about a strategically-managed battlefield, and more about using what resources you have to solve what problems you can.
Right now the game is preparing to kick-start later this year, but the quick-start (linked above) is free to download. You can also download the Radical's Handbook if you want some in-world commentary from various contributors.
Dark Streets & Darker Secrets, by Old Skull Publishing.
Dark Streets & Darker Secrets is a Street & Sorcery Rules Light Role-Playing Game with an Old School spirit, just like its predecessors: Sharp Swords & Sinister Spells and Solar Blades & Cosmic Spells.
It’s a game about modern adventures in the world we live today, only with a layer of supernatural weirdness and horror. Characters are people who have found out about the mysteries and horrors that exist in the world and have decided to do something about it, be it battle it, join it, or simply explore its possibilities in any way they see fit. They will battle evil cultists, corrupted ghosts, bloodsucking vampires, and frenzied werewolves, or maybe they will be the horrors of others.
Dark Streets & Darker Secrets feels like a great option for GMs who want a bunch of tools to help them generate interesting adventures for their players. The game itself feels liked it draws from quite a bit of OSR sensibilities, which means that if there is strategy, it will mostly revolve around creative uses of your environment and the items on your person.
I'm not entirely sure whether or not terrain is something that would add to OSR-style games or not, but combat in this game system is pretty comprehensive, with rules about movement, cover, multiple attacks, and using spells. If you want to learn more about this game, you can check out this review on Questing Beast about the game!
The Secret World, by Star Anvil Studios.
An age is ending, and the darkest days are already here. Ancient enemies cast their avaricious gaze upon our world, threats both mortal and cosmic–once thought merely myth, but horrifically all too real–reveal themselves as the clock counts down towards apocalypse. Now, the “Bees,” the Chosen of Gaia, must step forth to defend the Earth against these dire threats. At the same time, they must work with secret societies who support the bees in their efforts to save humanity from unspeakable horrors.
In The Secret World: The Roleplaying Game, the players are those bees.
The Secret World requires the Savage Worlds core rulebook in order to play; it's a setting more than it is a standalone game. It's all about secret societies fighting against apocalyptic forces. Mechanically, I find Savage Worlds to be "crunchy" and I certainly wouldn't call it rules-lite… but it's also not exactly tactical in nature. Mechanical bonuses are awarded to characters depending on how you as a player role-play, and characters are built through a point-buy system, rather than through an advancement path often seen in class-based games.
That being said, the fact that the game tracks movement through pace means that having some kind of map or terrain to track your progress would be very helpful. The kind of weapon your character holds determines how much damage you might be able to do, and you roll for damage, meaning that you can't count on dealing the same amount of damage every time. If you like trad games, I think there's a lot you might like in both Savage Worlds and The Secret World.
When Nightmares Come, by Osprey Publishing.
When Nightmares Come is a tabletop miniatures wargame about modern day monster hunting and occult investigations. Players will form a team of paranormal vigilantes; self-taught occult specialists and monster hunters who call themselves the Nightwatch. These self-appointed members of the ‘watch look to tackle the supernatural horrors and investigate the strange disturbances that plague their city.
The core of the game, using the Action Dice Pool with its multiple die types, is fast and bloody, with tiered enemies, flexible player classes, quick combat resolution, and straightforward mission objectives.
When Nightmares Come also contains a roleplaying element that allows for non-combat challenges and dramatic encounters. This system uses the same dice types as the core game’s Action Dice Pool and emphasizes quick resolutions. This narrative system adds a fresh dimension to the core miniatures experience, particularly in longer campaigns where the promise of different foes and new story lines encourages long-term play-ability.
This looks like an excellent game for folks who like to play the underdog, combining the combat of monster-hunting with an investigation that point to plenty of mystery and hidden enemies. The publisher of this game also mentions a narrative system, which allows for dramatic encounters that might allow this game to straddle the line between war-game and TTRPG. Another great thing about this game is that appears to be some supplements designed by to community to help you get started, such as The Loa of Lockwood Court, and Gang Tags and Elder Signs.
Finally...
If you like what I do and want to leave a tip, you can check out my Ko-Fi!
31 notes · View notes
utilitycaster · 1 year ago
Text
Daggerheart Character Build thoughts!
I am actually out at work and haven't checked the version that's since come out, but I did participate in the character build beta, and the NDA is officially lifted, so here's my thoughts from that! It's definitely limited since I just made a L1 character and didn't go through gameplay, though I surmise about some aspects of gameplay.
Overall, it clearly seems to be made by people who love a lot of things about D&D 5e but wanted both more flexibility and more simplicity, which is difficult. I think they succeed.
To that end, it takes away some of the crunchier aspects (precise positioning, exact amounts of gold) and I think for some people that will be a problem, and that's valid, but ultimately this game wants to both allow for interesting mechanics in and out of combat while also not being terribly math/map/resource management heavy. It is a hard line to walk; most systems either go hard crunch or go entirely gooey.
The dice mechanic (2d12, Hope and Fear system) is fantastic; look it up but I think it handles mixed successes more gracefully and interestingly than a lot of games.
The playtest was not super clear on armor and evasion choices (or indeed what evasion means; it seems to be sort of initiative but sort of dex save, or maybe more like the Pathfinder/old school D&D varying ACs by scenario?). It was much, MUCH clearer than D&D on weapon choices (part of why I play casters? Weapon rules in D&D are annoying and poorly explained and many people rightfully ignore them) so I'm hoping this becomes clear when there's a full guide rather than just the character creation info.
The character creation questions by class were fantastic and in general, and this is a theme, this feels like it guides people towards collaboration. FWIW I feel like D&D has that information, but the way it's presented is very much as flavor text rather than a thing you should be doing. Daggerheart makes this a much more core part of creation. The Experience mechanic is particularly clear: you better be working with your GM and really thinking about background, rather than slapping it on as a mechanic.
The other side of character creation questions is that it really encourages engagement with the class, which is something I've talked about. I think either subversion for the sake of subversion, or picking a class for the mechanics and aesthetic but not the fundamental concept, will be much harder to justify in Daggerheart, and I think that's a good thing because when people do that, their characters tend to be weaker.
The downtime is designed for you to write hurt/comfort fanfic about and this is a compliment. There are a number of mechanics that reward RP, particularly one of the healing mechanics under the Splendor track. I feel like a weakness of D&D is that when you try to reward RP it's really nebulous because there's not actually a ton of space to put that - you can give inspiration, but, for example, the empathy domain Matt homebrewed actually feels kind of off because it's based on such fuzzy concepts amid mechanics that are usually more rigid. Daggerheart comes off as much cleaner yet still RP-focused, and I'm excited to see it in action.
A judgement of Candela and I suppose Daggerheart might be that it's designed for actual play. I've mentioned before that I know people who are super into the crunch and combat and numbers of TTRPGs and are less story-oriented, and again, that's valid, but actual play is just storytelling using a ttrpg and so yes, a game that encourages RP while also having mechanics to support that and influence it is an extremely good goal. I am not an actual player, but I do like D&D games with a good plot and not just Go Kill Monsters, and I want to play this. (I also have some real salty thoughts about how if you modify an existing game for AP purposes that's staggering genius apparently, but if you make your own game how dare you but that's another post).
And now, the classes/subclasses. I am going to sort of use D&D language to describe them because that's a point of reference most people reading this will understand, but they are not one-to-one. A couple notes: everyone can use weapons and armor. HP is not totally clear to me but it seems to be threshold based - everyone has the same HP to start but people have different thresholds and armor, so the tank classes have the same amount of HP but are much harder to actually do damage to.
All classes are built on a combination of a subclass and two domains. There are 9 classes and 9 domains. This technically means that if you wanted to fuck around and homebrew you could make up to 36 classes (27 additional) by just grabbing two domains that weren't otherwise combined, which is fun to consider for the potential. Anyway I cover the classes and briefly describe domains within them. You can take any domain card within your domain, regardless of subclass.
There are six stats. Presence, Instinct, Knowledge, and Strength map roughly to Charisma, Wisdom, Intelligence, and Strength. Dex is split into Agility and Finesse; Agility covers gross motor skills (jumping, most ranged weapons, "maneuvering") and Finesse finer ones (lockpicking and tinkering, though also it does cover hiding). The really big wins are first, no CON score, so you don't need to sink stat points into something that grants no skills but keeps you alive. The second one is that the "hybrid" classes spellcast from their physical stat. This is fucking fantastic. The thing about ranger or paladin or the spellcasting subclasses of rogue and fighter in D&D is that if you don't roll pretty well you're locked into the core stats and CON and nothing else. (This also doesn't have rolling for stats: you assign +2 to one stat, presumably your main, and then distribute two +1s, two 0s, and one -1.)
Your HP, Evasion, and Thresholds are set by class, and there's a core ability; the rest is all from the cards you take for subclass and domain.
Leveling up is very much based on taking more domain cards (abilities) but has a certain degree of flexibility. It's by chunks: in leveling up anywhere levels 2-4, you can, for example, increase your proficiency by +1 once, so if you wanted to do that at level 2 but your fellow player wanted to wait until level 4 and take something else at level 2 instead, they could. It allows for more min-maxing, but also everyone has the same level up rules and differs only in the abilities on the cards, which is very cool.
Bard: Grace (enchantment spells) and Codex (learned spellcaster stuff; the spells available are definitely arcane in vibes) based, Presence is your main stat. The two subclasses map roughly to lore-style stuff and eloquence. Core class ability is sort of like inspiration but not entirely. It's a bard; I like bards a lot, and this is very similar vibes-wise to your D&D bards. If you like D&D bards you will like this.
Druid: Sage (nature spells) and Arcana (raw magical power spellcaster stuff), Instinct is your spellcasting/main stat. The two subclasses are elemental but frankly cooler than circle of the moon, and a more healing/tranquility of nature focused one. I really think Marisha probably gave feedback on this one, because the elemental version is really strong. You do get beastform; it is quite similar to a D&D druid under a different system, as the bard, but the beastform options are, frankly, better and easier to understand.
Guardian: Valor (melee tank/damager) and Blade (damage). Strength based for the most part (Valor mechanics assume strength) though you could go for like, +2 Agility +1 Strength to start. This is barbarian but like. 20 times better. It is, fundamentally, a tank class, and it is very good at it, with one even more tank-focused subclass and one that is more about retaliatory damage. You do have a damage-halving ability once per day, but really guardian's questions are incredible. I think Travis and Ashley likely gave feedback. Also rage doesn't render you incapable of concentration as that doesn't seem to be a thing, so multiclassing seems way more possible (you are, I think, only allowed to do one multiclass, and not until you reach level 5 minimum, which I am in favor of). Yes, you can be a Bardian.
Ranger: This is what I built! It is based on Sage and Bone (movement around the field/dodging stuff) and it is Agility-based, including for spellcasting, which is a MASSIVE help (as is, again, the fact that CON isn't a thing.) The subclasses are basically being really good at navigation, or animal companion. Most importantly to me you can be a ranger with a longsword and you are not penalized; Bone works with either ranged weapons or melee.
Rogue: Midnight (stealth/disguise/assassination spells and skills) and Grace-based. Yes, rogue is by default a spellcaster, which does help a LOT with the vibes for me. One subclass is basically about having lots of connections (as a spy or criminal might) and the other is about magical slinking about. Hiding/sneak attack are also streamlined. I will admit I'm still more interested in…almost everything else, but I think it evened out a lot of rogue weaknesses.
Seraph: Splendor (healing/divine magic) and Valor. This is your Paladin equivalent. It is strength-based for casting, again making hybrid classes way less stressful. Questions for this area also incredible; you do have something not unlike a lay on hands pool as well. Your subclasses are being able to fly and do extra damage; or being able to make your melee weapon do ranged attacks and also some extra healing stuff, the latter of which is my favorite. Yasha vibes from this, honestly. Single downside is this is the only class where they recommend you dump Knowledge. I will not, and I never will. Now that I don't have to make sure CON is high? I am for REAL never giving myself less than a +1 Knowledge in this game.
Sorcerer: Arcana (raw nature of magic/elemental vibes) and Midnight based. Yes, sorcerers and rogues now share a vibe, for your convenient….less enthused feelings. Instinct-based, which intrigues me, and the core features are in fact really good. The two subclasses are either one that focuses on metamagic abilities, or one that is elemental based. I would play this for a long-running game, though it's not my favorite, and I can't say that for D&D sorcerer (except divine soul).
Warrior: Blade and Bone, and the recommended build is Agility but you could do a strength build. Fighter! One subclass is about doing damage and one is about the hope/fear mechanics core to the game that I have NOT talked much about. I will admit, the hybrid martials and Guardian are more interesting to me but you do have good battle knowledge.
Wizard: Codex and Splendor. Wizards can heal in this system; farewell, I will be doing nothing else (jk). Knowledge-based, and you can either go hardcore expertise in knowledge, or be a battle wizard.
Other scattered thoughts: healing is not as big a deal here; there is no pure cleric class! There is also no monk, warlock, or artificer. There is not a way to do monk as a weaponless class really though you might be able to flavor the glowing rings as a monk weapon and play a warrior. Wizard, meanwhile, with the right experiences and high finesse, would allow for some artificer flavor. Cleric and Warlock are the two tough ones and I will admit those are tricky; I feel like you'd have to multiclass (which you cannot do until level 5) between perhaps seraph and a caster class and you're still going to come off very paladin.
400 notes · View notes
arsene-inc · 2 months ago
Text
Sometimes things happens at just the right time with each other. The recent discussion with @anim-ttrpgs and @the-ampersand about the gm controlling the outcomes of every encounter, the performance and overuling dice in favor of a prewritten story mixed with my reading of the game Eldritch Escape : Tokyo and it's combat.
The PC will die. The PC can win. Coexistance of the two.
Let's talk about it
Eldritch Escape Tokyo ( which I will shorten into EET) is Bloodborne in an contemporary urban setting. A really simplified explanation. 7 years ago, the sun disappeared. Eternal night. No one cares. Gigantic eldritch beasts called the Eldritch roam the streets and eat people. No ones care. But you do. And you shall fight, with only what's available to you. And you will die.
Then the Bellwether shall revive you, turning back time to the beginning of the fight, raising your ascension level by one, making you stronger.
Let's talk about this big boss fight against an Eldritch These are the only ways to lose your character in this game : Ascension reach 7 or goes down to 0, Insight (your other stat) being at 0 or 7 at the end of the scenario OR giving up. Just giving up. Tired of this endless fight.
The "battle map" is a circle of 6 cells, with the Eldritch in the middle. Another game like Wilderfeast where distance and positionning is center around the monster. 1 is in front, 4 is the rear, 2-3 on the right, 5-6 on the left.
In a fight, a character dies when their shields (equal to Ascension for PC) reach 0. The Hit damage, for either the PC or the Eldritch is 2 on a critical. So yes, the PC will die rather easily at the start.
But here is the thing...
The GM does not control the Eldritch. They play the Bellwether, the advisor.
The Eldritch fight according to Trigger actions that activates anytime the condition is met. It can be the PC is in cell 1, 2, 6. The PC attacked from cell X and did not do a critical hit. The Eldritch rolls and the Gm describes, read what happens. And tell the PC which trigger was specifically activated . Back to the first example, telling the PC that the trigger was "The PC was in cell 1". No they don"t add the 21 and the 6. Then during the Eldritch turn, their combat is ruled by doctrines. Who also have conditions. The first on the list where the conditions are met is done. The PC is warned of the condition. The Eldritch turns end. No input from the GM on Monster behavior. With each loop, the PC learns. They're encouraged to take notes. And when theyu learn enough ? then glorious victory is at end. Because they know the path to victory.
So here it is. A scripted combat not by the GM but by the game itself, like an enemy ai in a video games. Where the outcome where the PC dies will happen. Where victory is achievable. it helps that they are other character loss option than death. The Ascension 7 character loss ( which I will not spoil) means the fight is on a timer. When you start at 1, you only have 6 rounds to learn. So victory is not a certainty.
34 notes · View notes