it could be a typo/screw up. What page?
That is the description of WIS. i thought DEX carried too much weight in D&D so WIS is used for ranged attacks
but why that is being used to describe WIL is a mystery
I ran a Zine Quest KS back in February. I created a dowload key so that backers could access the files from Itch. Theya re all using the same download link/key.
However, they are unable to add the files to their libraries because they do not "own" them.
How do I generate a coupon or other type of key that will give them free access and allow the files to show up in their collections/library as owned by them?
There are a couple of ways.
The easiest is just using stats right out of the Old School Essentials Monster Book (also available online as a free SRD) or the original Monster Manual.
I tend to use those exclusively for most monsters, though I often cross-reference the 5e MM to simplify some of the goofier old-school monster-specific rules.
If I want a cool boss fight, I start pulling special abilities from the 4e Monster Manual, and give them “Villain Actions” (see matt Colville’s “Action Oriented Monsters” on YouTube).
Not specifically. It's up to the GM. My personal preference is powerful but not superhuman PCs at high levels. However, since it's not an issue that I am currently facing I don't have a specific HP or level cap in mind.
I've also never had a game go beyond 7th or 8th level. ONce there are no more talent slots left, I start handing out in-world stuff that feels like getting a new talent (castles, minions, magic items etc.)
Magic Arrows: however you want.
I treat them like spellbooks or scrolls. A one-time use item, or something that can be used at least once per day depending on the Talents you take.
If a player wanted to create a "Fey Hunter" sort of character I would have them take "Scholar of the Unseen University" and start them out with 3 enchantments they could place on the arrows in their quiver. If they wanted more utility out of them the "Manifold Cerebrum" would also be a good choice.
I might say that when they chose to use a magic arrow it was like they created a psychic bolt, rather than using a mundane arrow that round. Stuff like that.
Missing Spell Durations: Whoops. I always default to [L] or [HL] rounds/Turns depending on what makes the most sense. The duration of the encounter also works perfectly well.
Banish: This is specifically an undead thing for people who like that aspect of D&D clerics. Though you don't need to be a cleric to take the Talent.
Mostly just fine-tuning.
The Fighter in RELIC gets the "campaigner" ability that lets armor occupy 2-fewer slots, at the same time they get "notches". Notches is from several other GLoGs so I didn't want to lift it for GLAIVE. "Campaigner" seemed like a not fantastic talent all by itself (or one that would rarely be taken).
It was important that a Fighter not be as encumbered by armor as other classes. However, since GLAIVE is classless I didn't feel the need to discourage anyone from suiting up in full-plate and trying to lug spellbooks around if they wanted to.
All of that combined to inform the change.
Woah! Yes. That is a typo. I used the wrong header in the Talents and it auto-populated the TOC.
Fixed!
I never used the prebuilds in my own game. That was something my friend Zac - who laid out the original GLAIVE - suggested we add (as well as several of the tables). It was fine, but it just wasn't mine -if that makes sense.
Obviously, you can still use them with v2
What's changed? Lots of little things. Tweaks to some Talents, lots more Talents added. 4 Ability Bonuses instead of 6. A system for carousing. A much more detailed magic system. I've completely dropped counting squares on a grid and use zones now (though I don't think converting things to a grid would require much imagination).
I doubt we will ever print this, but feel free to print it out in booklet form (most printers and/or PDF readers have that option). - Scott