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Hey I just ran this a few days ago it was enjoyable. I would suggest buffing the Blue Watch captain because he ended up getting one shot by my players. I loved the boss's design and presentation.

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Thank you for your Feedback!! Hope you had fun. Am I allowed to ask how many of the skeletons you used ? In the playtests most parties of new players, nearly wiped at this fight because they fought the skeletons and never focused the captain (They also did not use bludgeoning weapons). Did you played it with beginners or veteran players? 

Hey there, wasn't expecting such a fast response.  There were two players and I had 6 skeletons along with the Boss so 7 total.  The players who came were definitely more experienced than I was expecting and that served as a mitigating factor to the difficulty. 

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Was a coincidence, I was currently writing about our new Knave 2e one shot for the Knave 2e Jam. 7 monster for 2 players is a lot! Did they use a bludgeoning weapon? Because thats a general problem with the resistance/vulnerability design of DnD. It is very hard to balance the stat block in a way so the monster has enough Hit points to be fun fight when the players exploit the vulnerability and also not a overkill if they don't. The monster needs to be defeat able for players who attack it with resistant damage types, too. It needs to be a very hard fight but it needs to be possible. So thats the dilemma in that situation, i hope thats understandable :)  

Now I am also intrigued, how did they do against the final boss? Did they directly focus the chest ? Also did the "action fight oriented" boss work well ? 

They used force damage and a flaming sword (warlocks).


They played pretty well and rolled hot.

The Final Boss I found a little hard to balance because it seemed like it should've done better damage but the regeneration mechanic kinda fizzled because the were big on light. 

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Thx for the feedback, it is very helpful! That fight is pretty hard to balance because of the weakness and strength of the monster (Same problem like before i guess). We had a playtest group wo nuked the chest and killed him pretty fast and one were they fought him in complete darkness, all their attacks had disadvantage and one of them even died. 

Personally I like the strength/weakness of the monsters but maybe it is better to get away from this type of design. Not sure, it is hard to balance but players love it when they find the weakness. 

But thx for the Feedback, i will keep it in mind <3 really appreciate it