It was a pleasure to edit this! And if I ever run Lancer I know what I'm running now, haha.
Tim B.
Creator of
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Hahaha, I wanted to do something different than the usual Tolkienesque names and Greco-Roman names evoked the right mix of gladiators and empire to me. And yeah, the equipment list is why this version took so long to finish.
For what it's worth I've done a lot of work on my mental health / perfectionism issues this past year and I don't intend on taking the game down again.
I hope you appreciate that the Faster Combat variant rule is ripped directly from your blog post, haha.
Hi there! For the time being, monsters' weaknesses and immunities are up to the GM, yes. In the future I may design a more expanded monster manual of some kind to go alongside the game, but in the current version I am working with limited space! (P.S. I just uploaded a new version that should make combat more impactful, see my latest devlog post for an overview of the changes.)
That is correct! This is a system called Milton dice, you can read Chris McDowall talking about its advantages in the screenshot below:
The intent is that any roll of 7 through 12 means you lose the spell until your next level. And yes, it is a bit harsh! It's like that for a couple reasons:
1. As you level up, you get access to more spells, more magic items, more tools. I want to force players to rely on all the tools at their disposal, not just spam the same spell over and over again.
2. The alternative is "you can cast the spell again after a long rest" or "you regain your spells at sunrise" or something like that, and I don't want to incentivize players to sit around and do nothing until they get their spells back! I want players to constantly be pushing forward toward the next level.
Knighthood, old men blather on, used to mean something. These days, with mercenaries fighting all the wars, all a knight has to do is pay his tithes.
When the war gets hard or the crops don’t yield, a knight sends his squires to quest for long-forgotten gold in ancient caverns and horrible tombs.
The squires, traditionally tasked with recovering 10,000 gold pieces worth of treasure, are promised knighthood if they are so courageous and clever as to return...
The players’ rules for Squires Errant are the beginning of a new RPG in the vein of minimalist, old-school-D&D-inspired games like Electric Bastionland and Maze Rats. (It was, in fact, a submission to the Electric Bastion Jam.)
Features include:
- Simple rules designed to be flexible and varied while at the same time easy to memorize
- Seven classic starter classes with 21 Boons in total: spells that can be cast, maneuvers that can be performed, and items that can be produced at will
- Lots and lots of three-point lists
![Rules for Creating a Character Rules for Creating a Character](https://img.itch.zone/aW1nLzQwNzc4MzIuanBlZw==/original/ryRXug.jpeg)