Makes sense! Thanks for the response!
Aaron Jolliffe
Creator of
Recent community posts
"Dark fantasy D&D 4e" has me obsessed; right up my alley. I've been running 4e weekly for over a year now, and this addresses a lot of the little stumbling blocks I've experienced with it.
I love what this game is offering. I've been reading through the pdf over the last few days, and my friend and I tried it out on a whim today, which admittedly was not the best way to see the game in motion for the first time, but I definitely could see myself playing and running more of this.
One major mechanical question that came up: a character can only attempt one deed per turn, but the Wait action ends your turn and lets you take a second turn in the late phase of the combat round. Does that mean you can use a deed in the early phase, Wait, then use another deed during your secondary turn in the late phase? My instinct was that wasn't the intended interaction, but as-written that does seem like a valid strategy.
Thanks for letting me know! I went back and forth on numbers for a while, and admittedly I don't remember what I eventually settled on for the final version, but I'm going to trust that my past self used the correct value for the actual building exercise and that the +6 was just an oversight from a previous iteration.
So, it should be Rune Level + 5! I've posted an updated version with that discrepancy corrected.
I finally had a chance to play with these! These items are really cool! I really like how you're really encouraged to swap between stances to build up Synergy.
A couple questions I had while playing:
- Does the Synergy cost to change stances supersede the default rules for changing stances, or is it meant to be an additional option?
- Where does the Dragonkin start when summoned? Your space? An adjacent space?
Great questions!
- Moving as part of a power doesn't cost any additional Speed/Energy, but effects that restrict movement can hinder that power. Far-blade is unique in that it bypasses any restrictions to movement, because it doesn't count as moving!
- Yes, the Tome-blade can be their own target for granting Lore!
I hope this helps!
I just finished my playthrough of this Realm and I had a blast! Uncovering the sort of dual nature of the place was intriguing. All of the utility items in this realm are really interesting and fun to apply to fights, too! A couple notes/questions:
- Point (2) - The terrain placement in the fight descriptions doesn't match the diagram (B1-2 vs B3-4)
- Point (3) - Enemy placement for the darkness fight doesn't match the diagram (B1 vs C1)
- Point (4) - the area description seems to be copied from point (3)
- Point (6) - the area description seems to be copied from point (5)
- Point (7) - terrain placement for the first fight doesn't match the diagram (B1 vs B2)
- Point (8) - third fight lists two starting positions for the enemy. Is it meant to occupy two spaces?
- Are travel options with nonstandard clock ticks meant to work both ways? (i.e. if it takes 2 ticks to move from (3) to (5), does it also take 2 ticks to move from (5) back to (3)?
- Can the Eye hurt other enemies?
- Can the lightning scarf be used more than once per turn?
- The diagram for the rune lord's second phase doesn't include any terrain
- I didn't find myself using the weapons much at all, mainly due to how little they let you move. They'd obviously be better if I'd brought in gear that let me move more, but at least with my loadout they felt a little restrictive.
Emblems of their Dying Breaths is an action-exploration roadtrip RPG, inspired by games like Metroid and Persona 5 Strikers.
You play as a group of Scavengers who travel across the countryside in search of magical relics that twist and warp the landscape into impossible structures called "hideaways."
There's a free quickstart adventure that teaches all the basics step-by-step available now as part of the jam!
The "Recover" section describes rephrasing Grave and Extreme harm into scars that never go away. That's great. I love that. It's a little unclear, though, if that becomes a purely fictional aspect of the character, or if Grave and Extreme harm literally never go away, meaning a character can only take 1 Grave and 1 Extreme harm ever.