Guard Action and Playtest Notes


Last night I got to do some playtesting (I roped in my family to an impromptu nerd game night!). 

Both players opted to play rogues, which was awesome. The character creation went very smoothly. The play brought me to the conclusion that I needed to add an additional action, something like holding your action. So, I've called this Guard and added it to the core rules. This allows a character to be ready in case they want to attack back outside of turn (if a condition is met) or be ready for something. In our situation, there were bats on the ceiling that were ready to fly down and attack. The character wanted to be ready in case the bats swooped nearby, and strike in melee. This made a lot of sense and of course we played it out, but adding Guard gives the GM and players some ideas about how a character might want to prepare for something like this. 

Also, I adjusted the Rogue's special abilities a little bit. I realized after adjusting how Defending works a while back, I never went and adjusted this detail in the Rogue section.

Finally, I've been working on an SRD that puts all the rules together in a general way so they could be adapted to any genre or setting, or whatever the creative mind can come up with. When I've playtested some more and am able to finish that, I will post it. As someone who's creativity can sometimes flow like an endless faucet, I do want to share this simple system with others who might want to create their own game with it. Ok... all for now. Happy adventuring.  

Files

Be You Bold - Core Rules.pdf 941 kB
Feb 25, 2023

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