More adjustments... Rogue and Armor


After play testing and some feedback, and some thought, I have made some changes...

1. The rogues special abilities. These sounded fun on paper, but in play were not intuitive and were instead pretty unwieldy. The long and the short of the situation is that I scrapped them and added a new rule that I think it more intuitive, has the potential to do big "sneak" type of damage, and encourages the Rogue player to use smaller weapons like daggers or short swords (but they don't have to!). The rogue seems to be the most difficult for me to get to feel right, so I envision more edits ahead. Oh well. 

2. Armor. I've upped how defensive armor is. This has been the most challenging thing with the dice mechanics to find the right balance with. Initially I was working with a 0-6 range in mind, which looking back, doesn't really make sense. So, it was way too easy to dish out the damage. I want the game to be deadly, but it was over the top. So across the board, the armor protection provided by armor and the armor of all the monsters in the monster book, they've been upped by 1. I think this will do the trick. But, I may have to adjust again... not sure yet. 

I also adjusted the initiative system a little bit. 

All for now... 

Files

Be You Bold - Core Rules.pdf 943 kB
Mar 03, 2023
Be You Bold Monsters Version 1.pdf 10 MB
Mar 03, 2023
Be You Bold - Starting Out Characters Examples.pdf 54 kB
Mar 03, 2023

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