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tarnaar

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A member registered Jun 08, 2020

Recent community posts

I really like your 24XX Sword & Sorcery adaptation. Could examples of the spells for Wizards be included in the document, perhaps at the botton of the last page? I think they would be good to enhance the tome and think of suitable new ones. 

Having an add-on would be great! I agree that when playing solo it could be too much to have in a skirmish with many characters.

Awesome hack! I see swords already have a counter-attack as their Special, but are you planning to add Parries and Counter-Blows like in Chainmail? As Parries would be a simple -2 modifier, they would not complicate further with additional rolls (yet that could change if Counter-Blows are introduced).

Just discovered this minimalist game, very evocative. I will try it.
A question about relationships. I understand it can be agreed by the playing group, but what a point of relationship intends to represent? An encounter/meaningful interaction perhaps?

Neat and quite clear now. Thank you!

Hello! I have a question about the 4 options when a character is under attack.
Is the chosen option intended to be a free reaction (besides the Fatigue costs, if any) or does it count as an action?

I am wondering if it would be possible to heal wounds without marking Corruption, through rest for example. Or is it intended that the only way to heal is through Corruption?

Thanks a lot fro the reply. It makes sense that the chosen stat is the one related to the circumstances of the atttack.

Is Vigor intended to be the combat stat or perhaps Agility? Or maybe it would depend between both of them according to the character or their combat approach and weapon? 
In Sledgehammer there is a clear Weapon Skill, but not in BRIGHTHAMMER

It could be argued that "Battle Moon" gives the tools for a more step by step framing of combat situations which suit OSR situations that could apply for instance to "Legends". Anyway, I like the idea of taking armor in account in the risk assessment.

I agree, it would be too many rolls and just receiving a lesser consequence for a risk without the requirement to "break" armor except for a strike which could kill or maim seems good enough. 

Hello Jason, is it implied from now on to follow the heavy armor rules from Legends instead of those from the older games?
I see them more elegant and impacting than just a x3 break, specially if they are bulky. 

Side note: do you have any suggestions for dealing with armor which is not about breaking/losing it, since armor is generally made to last? Would it be too complex for the spirit of 2400 to change "breaking" into an armor saving throw? 
On the other hand, perhaps such nesting of rolls could be against the system elegance.