Any questions you have about RUNE can go here!
Been reading through and beyond excited to start having a crack at it. Even more excited for my physical book!
Quick query! In the Rulebook on page 66 for physical play it encourages printing the character sheets and grid in the 'Resources' file. I cannot seem to find this file on my list of downloads, the only things available to me are the two variations of the rulebook and the Realm Atlas.
Any help would be appreciated, cheers.
Sat down with Rune for the first time today and wound up playing through 2.5 realms (Grim Coast, The Island pamphlet, Hollow). (Have played even more before edits.) Enjoyed the game but have yet to see any items that would tempt me away from my Sword/Shield/Amulet of Dawn/Fate's Foe combo. The loadout was extremely effective but also encouraged me to turtle where possible to regain Health via Amulet. Milking that as much as I did felt cheesy enough that I might consider a nerf there: maybe limited uses per fight? (If you clarified that a player must use dice results and apply Harm when possible, that would also make this strat less effective.) That said, I have a few questions about the intended function of some mechanical elements. Some of them pertain to specific realms, so I'll post those in the relevant thread.
jason78ka: For what it's worth, I assume 4 belongs to the row 2 attack of the mercenary. Otherwise, there'd be no reason for two icons on that row.
There are some balance changes incoming soon!
1. The intention is you get more runes from the Rune Lords, yes. You do not get access to the starting runes again.
2. The Block value is only applied once, against the total amount of Harm.
3. The always move towards the closest range. So if an enemy has 2-3 range, they will want to move towards 2.
Thanks for the clarifications, Spencer. We're talking past each other on #3, though. I'm with you as far as contiguous ranges are concerned. However, Drauzhal's Chosen's action on a result of 6 lists two separate, non-contiguous ranges: Same and 2. In a case like this, which should determine movement? The closer of the two (Same in this case) seems the more likely interpretation for the sake of simplicity/consistency.
Hey! It's more of the suggestion than a question but I didn't want to start a new topic. I've just bought the game off of The Lost Bay Studio and been thinking, maybe adding an entry for Rune on BoardGameGeek would be a good idea? I'm sure Rune would be appealing to folks outside the RPG communities & there are lots of solo gamers out there who would love your game. I know its technically not a boardgames but lots of games in kinda similar vein are there & thrive so maybe it's something to consider (there's also RPGGEEK but a game can easily be listed on both sites) Anyways, fantastic job and I can't wait to put my hands on a physical release!
Hmm that's a good question! I honestly think you could go either way, it depends on the complexity and difficulty you're going for. It's a little more book keeping to take note of clocks to return later, and it does keep the pressure up when you do eventually return. However, I understand if some folks want to take leaving a realm as a sort of reset.
I don't have any plans for them in the immediate future. It would involve thinking about how to co-op both exploration and combat. Combat would need a bigger grid probably, and adjustments to the order of resolving things. It's doable, but would require a lot of changes that I'm not planning on making anytime soon!
Certain realms have clocks which progress "after completing an action at any Point." Let's say I enter a Fight, but die. Does this mean I have "completed" the Fight action for the sake of that clock? Or is the Fight not considered completed?
(I think I know the answer, but I figured I would ask anyway.)
Hi! I just got the game and I am loving it. I just had two quick questions:
Thank you for the quick replies. I honestly never thought I needed to combine my love of Soulslike and Solo Tabletop, but here we are.
Also, and this is unrelated, but I appreciate how moddable you made it (e.g. how easy it is to make new Realms). And, while I understand this is more niche, I would love to see a level of community engagement similar to Mork Borg and it's third party library. You definitely deserve it!
How is the Sling starting item meant to be used?
A player taking it can only take another starting item that make them move 1 if they are lucky (or 2 on a 4 with the axe) and as nearly all enemies want to make their attack from the same square or adjacent after the first round the player is likely to always have people on top of them or adjacent meaning the range 2 to 3 sling basically becomes useless for most of the fight.
Just chiming in here, as I also think the sling could use some sort of tweaking. I picked it and the longsword as my starting build along with the striding boots. I played through the Grim Coast realm and I don't think I ever used the sling unless I literally had nothing else to do. There was just never a situation where using it would have been strategically better than using the longsword.
I got my ass handed to me so many times during that realm (I think the rune lord took me like 6-7 attempts). I first chalked it up to me being new to the game and not fully grasping the rules at that time, which was certainly true to an extent. But when I moved on to the next realm, this time using a longsword and shield, I found that I was doing WAY better in combat!
Perhaps that simply speaks to the necessity of having a shield, or at least some sort of weapon that provides Block, rather than the sling's weakness though.
Hey y’all!
I just received my RUNE Kickstarter package and I am so excited to start playing, but I want to make sure I understand if there is an intended “order of operations” for what I should be doing.
I set up my character with random starting equipment, and then should I be following a certain set of steps to make my way through the realm or am I able to choose any of the actions between Exploration and Combat?
Thank you!
Hi!
You don't have to select your starting equipment randomly, unless that's what you wanted to do.
After that, you pick which realm you want to explore first. I recommend the Grim Coast included in the book. From there, read the opening pages of the realm. It will teach the realm's rules and anything you need to know. When you're ready to start, you start at Point 1 on the map, and are in exploration mode. You can move between connected points, completing actions, until you do a fight and go into combat mode. Do that again and again until you kill the rune lord!
A quick intent question, because I'm second-guessing myself! The Red Crown allows you to deal +2 Harm if you've got foes adjacent to you.
I've been assuming that (a) The Red Crown can't increase your Harm dealt if you don't deal harm, and (b) the Red Crown's harm bonus doesn't apply to secondary effects such as the axe's Cleave; rather, it increases primary Harm from your weapons. But as I think about it, I'm really unsure what the intent is! Am I reading the rules correctly?
A. That's correct, it can't give you +2 Harm if you aren't dealing some sort of Harm to begin with.
B. That one is more open to your interpretation. I can see reading it either way, boosting or not boosting the Cleave damage. Personally, I would read it as only boosting the primary harm of the weapon, and the Cleave effect is still just 1 to the adjacent enemies. But! I can also see a cool reading where the red crown fills you with rage and your Cleave is extra potent. I leave it in your hands to interpret it the way you'd like!
Hi!
I am playing my first game and I have a couple of questions for the Ghoul 4-5 action (Move 2, Harm 1, Gain 1 Health).
- Can the Ghoul gain health above its initial value? (4)
- Is the health action resolved on step 2 (since it is a "non-harm action") or on step 5 (inside "complete other actions")?
Thanks!
Hi again! :)
A couple of questions about the combat against the Writher:
- Can the Writher place multiple spike pods in the same square?
- If I get a 6 with Erupting Flame weapon, but I don't have any enemy to make the damage to, do I still suffer the 2 harm?
Thanks again!
(I am already loving the game! :))
Ok, I think my second question does not make sense. You don't need to assign all your dice to your weapons, right? In any case, I have a similar question about the Red Crown: If the criteria is met, do I suffer the harm even if I don't attack? Also, do I apply the effect (bonus and harm) every time I attack? Thanks!
1. Writher doesn't place one in a space that already has a pod.
2. Like you mentioned, you don't have to assign dice. If you can't hurt anyone with the spell, or the crown's effect wouldn't be triggered because you aren't dealing harm, then you don't suffer the negative consequences. You apply the effect once per round.
Quick Question!
In the Grim Coast, I defeated the Necromancer, but the Skeletons got me before I could finish the fight. Since the Necromancer is Unique, but the fight was not over, I'm not sure what to do since the fight is not done but unique enemies don't respawn. I have three thoughts:
1. Necromancer remains dead, and the fight is unfinished and I have to fight the 3 skeletons alone without the Necromance because he's unique.
2. Necromancer remains dead, and skeletons dissipate after killing me so fight is complete.
3. Since the fight was not "completed" the Necromance respawns and I have to fight him and the skeletons again.
I'm leaning towards 1, but I'm not sure and I know I can interpret it any way I choose, but I want to keep it as pure to your intent as possible.
Thanks and really loving this game!
I'm sorry if I'm being annoying, but I have another question.
I saw this text in the book under Range:
"For example, a Sling has a range of 2, meaning it can only hit enemies that are exactly 2 spaces away. The term adjacent is used to describe any space orthogonal to the current or targeted space on the grid. This does not include diagonal spaces."
Does this mean that only adjacent attacks have to be orthogonal, but range of 2 can be diagonal? Meaning if I'm at A1, and a target is at B2, are they 2 spaces away if I count A1->B1->B2? Or is it straight line only? I could see diagonal working in that case since spells and arrows and such should have reach in my opinion, but again I'm trying to keep to the original intent of the rules.
Thanks again and having a great time playing!
I have just ordered a physical copy of RUNE and after perusing the Creator document to design realms I have thought about perhaps designing a RUNE realm at some time. I am new to this universe. Is there any suggested documents about the world so that I can get some sense of what content would work. For example, I love dungeon delving would a exclusively dungeon setting be permitted? Could I make up my own monsters or is there a bestiary I should follow?
When you choose your starting equipment and rune, the ones that you didn't select are gone forever right? Or, if you can swap things out, is that only possible at a particular point? e.g. at the sigil, or after leaving/re-entering a realm?
I'm basically wondering whether I can respec this poor idiot of mine or if I'm better off starting fresh with a new engraved XD
PS - Just got lost in the game for hours there and it really did give that soulsy feel in ways that I really wasn't expecting! In particular, going into a fight that I tiptoed through before and wrecking all the enemies while having pretty much the exact same build/gear - that felt like actually getting to know enemy patterns in souls games. Awesome work!
Thanks so much for the quick reply! To be honest, I like the finality and hardcore approach - part of me really does want to see this character push through a bit more, so I'll persevere before 'starting a new save' XD
Ooh one more question if you don't mind: when you die/rest, only the fights are reset, correct? I'm wondering if search actions that yield consumable items are once-off, which my gut tells me they are.
(Mild spoilers for The Grim Coast below)
My character has: Great Axe, Basic Shield, Strider Boots, and Fate's Hunter. Pretty slow and needs a lot of good rolls! 2 points of Lore but my max health is at 8 now for reasons I'm sure you know...absolutely getting wrecked by the harder enemies I met and kinda loving it. Thanks!