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King of Sunhall

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A member registered Nov 03, 2017

Recent community posts

I was also noting that the greater enemy there has a stance where he can heal 1 hit from himself (out of 10hp) but it can be interrupted, which doesn't seem too useful in the fight.

I do appreciate the insights into how many enemies and players to balance around though. 

I tried out the sample area with a party of 4 wanderers. The baseline mechanics are fun and the combat went smoother after we got the hang of declaring stances. Even with one player rolling garbage all game, nobody died and the boss was taken out in only a few rounds; I'd added one zone of 2 Inhumans and added a 3rd Frog to an existing fight to try and raise the difficulty up. 

(Made 4 pre-made characters using the 7/6/5/4 stats, and while I did give 4 items each, the Arming Swords dropped and lack of needing their consumables evened out. I rolled for 90% of the enemy actions. If enemies had a personal loot pool, I rolled it each time.)

Should I have added even more enemies to account for only a 33% increase in wanderers? Should Greater Enemies have more hit points? I'm also intrigued why they would have a stance that only heals 1 Hit.

Could you clarify the section about Charting a Region? It talks about Places of Interest and Paths, easy enough, but then says "each place and path features challenges, enemies, and sights to see; roll 1d4 for each to determine how many there are". Is that supposed to mean 1d4 Challenges, Enemies, and extra visuals per Place of Interest AND Path? I'm making an overgrown town, which seems to be the Region, with a road, chantry, crossroads, pit, and graveyard as Places, each with Paths to connect with other(s). Was the overgrown town just supposed to be a Place of Interest? I guess I'm looking for clarity on that section since I'm trying to fill out a thematic locale using your generation rules and hit a bump on which tables to roll on. 

I'm really excited to try this out, as I've been digging for a souls-like ttrpg that can do frequent combat well, and coincidentally the small list of foes available for v0.6 slots perfectly into the first region I'd created. Seeing one more Greater Foe would be very useful in terms of enemy creation to gauge how scarily you think things should go. On the note of the bestiary, there are a few chunks missing from the Bone Amalgam's attacks as if they were cut short to include the loot table. Looking forward to later versions or even discussion!