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tesladyne

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A member registered Dec 03, 2019 · View creator page →

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Ha, well, Glaive is waaaaay better. This is more like a joke that you can kinda play on/with other people.

It already did! 

(1 edit)

Hey, good point. Uploaded that version a minute ago!

Adding more now!

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). 

😆

That is so cool! 

No problem! COmmunity Copies have been replenished. :)

Hey, awesome! So glad to hear that from a fellow Richmonder :D

Oops!
Fixed!!

Of course. :)

Whoops. Another victim of my RELIC copy-paste on parts of GLAIVE :P

I would either have it contain a single spell (new or pre-existing if the PC wants to free up an Item Slot), or I would give them a small buff to WIL. 

once I upload the next round of fixes I will just have it contain a random spell. 

Sure! :)

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.)

No, but here's a picture of that page. :)

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.

I don't know how I forgot to reword the maneuvers! Uploading that edit now.

Being hustled out the door by my wife, so I will address the other questions when I get home LOL!!!

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.

I wish more of my players would actually use them! 

I might eventually rework some more Talents to give little boosts to certain maneuvers.

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

Stat bonuses are less likely to be wildly disparate and Talents bring something similar to class features to a classless game.

I'm sorry this is 2 years late!

I usually assume +2AC, +4AC, or you can't see the target when thinking about cover and concealment.

Feel free to translate! :)  -Scott

Did I forget to sign my own work?!?

I'll fix that shortly - Scott

So glad you enjoyed the first chapter! We're hard at work on the rest.

About 100%, actually. I've got a draft going right now!