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Ruins & Rogues

jam-packed one-page role-playing · By Tim B.

No Stupid Questions

A topic by Tim B. created Jan 16, 2024 Views: 93 Replies: 7
Viewing posts 1 to 3
Developer(+1)

Are you completely new to fantasy role-playing? Are you confused about what that even is? Ask questions here! I want Ruins & Rogues to be a game that anyone can play, so don't hesitate to ask for help or clarification on the basics.

Ok, I'll bite: "on a 12, you do something amazing! On a 7 or more, you cannot cast the spell again". Does that mean that, on a 12, after doing something amazing, I cannot cast the spell again?

Addendum, as I'm still thinking about your game: I'm asking because from a read, that rule seems overly harsh, being able to get the full effect of the spell only once per level, so quite possibly one once every few sessions once you're level 3 or higher.

Developer

The intent is that any roll of 7 through 12 means you lose the spell until your next level. And yes, it is a bit harsh! It's like that for a couple reasons:

1. As you level up, you get access to more spells, more magic items, more tools. I want to force players to rely on all the tools at their disposal, not just spam the same spell over and over again.

2. The alternative is "you can cast the spell again after a long rest" or "you regain your spells at sunrise" or something like that, and I don't want to incentivize players to sit around and do nothing until they get their spells back! I want players to constantly be pushing forward toward the next level.

Thank you for the explanation, I get that now. I still wonder, how would you handle rolls of 3-6 in spellcasting? 

  • Say a character was trying to create a rainstorm. On a 5, the sun would still disappear behind the clouds and it would start raining, right?
  • Or take the disguise spell - on a six, the spellcasting character would at least be unrecognizable, would they not? Whereas on a 12, they might look like a certain council member they were trying to imitate.
  • Levitation is already limited to vertical. What further limits to the spell effect would you impose on a 3-6?
Developer(+1)

3-6 on a rainstorm spell: The rain is only a light drizzle and/or it doesn't last very long.

3-6 on a disguise spell: The disguise looks silly or unconvincing.

3-6 on levitation: Your target can't float very high or has to drop items so they weigh less if they want to float higher.

Hi! I have a quick question about the rules. Combat mentions weakness or immunities, but monsters have no stats apart from HP. Should we have just create those from scratch in each campaign?

Developer(+1)

Hi there! For the time being, monsters' weaknesses and immunities are up to the GM, yes. In the future I may design a more expanded monster manual of some kind to go alongside the game, but in the current version I am working with limited space! (P.S. I just uploaded a new version that should make combat more impactful, see my latest devlog post for an overview of the changes.)