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Heroes of Adventure

Index of Heroes of Adventure releases and community forum · By Nameless Designer

Core Rules - Revisions (Looking for Feedback)

A topic by Nameless Designer created Apr 02, 2023 Views: 371 Replies: 7
Viewing posts 1 to 8
Developer

Hey everyone, over the next few weeks I'm going to be focussed on reviewing and editing the next adventure supplement (Fortress on the Wild Frontier). However, after that I'm planning on re-visiting and tweaking the core rule books based on the various play-testing and feedback since the books release.

Therefore, I would be interested in seeing if anyone has any further feedback on any areas they feel could do with a bit of tweaking or a bit of polish. Feel free to post any feedback below, thanks.

Great! Looking forward to it!
A part from the things that are already in this community forum there is nothing that I can think.
I will let you know if something comes to my mind.

You could add the STRESS mechanic from Outpost 5.

Love the look of your rules set! Instant nostalgia infusion with your Dusky (nee Shady) Dragon Inn. Any plans to expand the system to incorporate BECMI D&D mechanics like kingdoms, planar travel, deity levels?

I’ve recently discovered the game and I’m enamored. I love what you’ve done with it and even though I’m running a different game right now I’m thinking of ways to get it on the table. So, this constructive feedback comes from a place of appreciation. I’m here as a fan.

One thing I’m not sure about, and it may be a change for the next version…I don’t think the Mage class should have less health than the Cleric or Druid. The Mage doesn’t get any more spell access than the other two caster classes until high levels, and Clerics and Druids can start with access to two spell lists, just like the Mage does. The Mage has access to some spell lists that the other two don’t, but the Cleric and Druid can access some lists that the Mage can’t, too. Mostly their spell lists all overlap a lot.

So, there doesn’t seem to be a balance reason for the Mage to have less health. The unfortunate side effect is that the Mage ends up being slightly worse as a caster than the other two caster classes, because Health is the main caster currency in the game, and the Mage has a bit less of it, without having wider spell access until much higher levels. It’s not a huge thing, but aesthetically it’s kind of bothersome for the Mage to be the worst caster.

So, I’d recommend bumping the Mage up to Health +4. If you really want to keep it at Health +2 to evoke the squishy wizards of old school D&D, then the Mage needs some way to be a better caster than the Cleric and Druid that shows up before high levels, to compensate. 

I’m new to the game, though so if there’s something I’m not considering please do let me know.

Developer

Thanks for the feedback so far everyone.

Hi there,

Have very much enjoyed all the releases for HoA so far.

In terms of feedback, I wonder if you will add a comprehensive list of abilities somewhere in the book, or maybe for the referee's guide. Could help with looking up rules or building custom characters.

Also, would you consider a random table for level-up as an optional rule? Something between a D10 or D20 table giving a range of benefits between HP, Def, new ability or skill choices or even special benefits like additional damage with  preferred weapon or spell. Could be a single general table or a class/role specific one.

Lastly, I hope the way players get to contribute to world building through career backgrounds is staying. The simple prompt to add places to the world map or invent a group or former comrade really helps ease new players into the game.

Developer

Hey everyone, a bit of a change in the order of developments. Version 2 of the Players Handbook has now been released, the next adventure module will follow next and then I will start looking at updating the Referee's Guide and Monsters Compendiums to version 2 (following the revised layout and format) in the second half of the year.