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(1 edit)

Hey! First of all: gosh, I've fallen in love with this system! Its so simple, yet has so much flavour to it! The chapters are a pretty neat approach for a class-like thing, but it has so much customization and lets the characters change their approach to the world as it changes them (and some of them are so creative) You've done a wonderful job here, and I hope you can give us more of this (please add more runes for the enchanter, I need it!).

 That said, I have a few questions regarding some balance issues and text clarifications:

First - The ranger, soldier and sorcerer tales state that you (can) start with a bow, but doesn't clarify if that's a shortbow or longbow. Which was it supposed to be?

Second - If a level 10 character has 10 tales that gives them the combatant feature, they will have +10 to hit and damage (ideally giving them a minimum amount of 15 to hit and damage). Isn't that... a bit much? That way, someone would hit almost always and deal at least 30 damage in one round, which is more thant enough to to obliterate a 10HD creature, which theoretically have a maximum of 80 HP,  in 3 ROUNDS! Isn't that a way this could be nerfed, like putting a limit to the bonus?

Third - It really seems like the sorcerer is a weaker version of the wizard? At least at level 1, wizards start with 2 more spells than sorcerers, and with a wider variety of them, since they can access different schools of magic, plus sorcerers' chaos magic is WAY more dangerous than wizards' and happens more frequently (wizards do not get mishaps until level 2, while sorecers have this possibility since level 2). I really enjoy the concept that sorcerers' innate magic is more unstable, but they could pass the feeling of being more powerful than the acquired magic of wizards.  Something like: MD are only spent on a (5 or) 6, but you roll Dooms on a (4) 5 or 6. 

Sorry for the chunk of text, I'm just excited about the system and can't stop analysing it! Again, good job here and thanks for the answers <3

No worries about the wall of text! I really enjoy writing and thinking about these games, so I'm glad mine is worthy of "The Wall" :)

1: Huh... Excellent question. I would let the player choose for now, but I'll look into clarifying that.

2: Players have a max of 4 Chapters from Tales. After that, they only gain new features from adventuring , so the max combatant bonus is +4 (though they still gain max Hope and HP from levels). If someone wants more bonus to hit/damage, they'll need a magic sword or the blessing of an archpriest, or something similar, whatever's available in the world.

3: While sorcerer magic *is* more dangerous, it is also unlimited. Wizards start with 1 guaranteed spell per day, but sorcerers never run out. This is why for a sorcerer, the spells are so much more dangerous. The question isn't when they'll run out of magic, but what chaos they'll unleash as they tap into it.

I hope that all makes sense, and again, thanks for the feedback!