Comments

Log in with itch.io to leave a comment.

You sometimes mention distances in inches (e.g., Exploration on p. 63). You also mention the number of days it may take to travel on a path. You at another point mention doubling days/duration of travel based on "difficult terrain."

This leaves me with a few questions:

(1) Since you mention inches, what size should the paper be for a region (e.g., 8.5" x 11")?

(2) When you mention paths, are those the only way players can travel the map/region? Are players able to roam the region off of these paths (e.g., more sandbox style play), or do they have to travel along the prescribed paths from location to location?

(3) Is difficult terrain simply determined by the GM (e.g., paths through mountains double the travel time, travel through woods ads 1 day, etc.).

Thanks for helping me get my head around this part of the game.

1 - yeah I assume an 8.5 x 11 piece of paper.

2 - rules as written yeah, but if players have another idea and you like it you could agree to break this rule

3 - RAW its just doubled for passing through forests and mountains but your version has nuance thats nice.

(+1)

You have been very generous and quickly responsive to the flurry of questions I’ve been throwing your way. Very much appreciate this!

joe

(1 edit)

Does the hardcover copy I own include all of the updates and revisions reflected in the devlog? Do I need to get a new PDF to have the latest version? For example, I'm not seeing in my book or PDF a lot of the things listed in:

Huge Update! Jun 05, 2021

For example, can't find Spirit Warriors, the only animal with Overwhelm is the Bear, unclear what makes Constructs tougher as described, etc.

Thanks for any help! --Joe

Warrior Spirit was a rules variant that gave some extra bonuses to unarmoured fighting that has been incorporated into the core rules.

Barghests, faehounds, and Ghouls have overwhelm, under bear overwhelm is listed as a "umiversal beast rule" meaning all beasts have it.

Iron Warriors and Stone Golems have the fortification ability.

If that stuff isn't in your pdf then download a new pdf.

I don't recall off the top of my head what update of the game is the print version.

(1 edit)

Thanks for the speedy and helpful response!

Everything mentioned is indeed in the print version, except...

I cannot find  "Warrior Spirit" in the hardcopy book nor the latest PDF I just downloaded from DriveThru RPG (which is where I received my PDF copy when I bought the hardcover).

Is there another PDF floating around with the aforementioned "core rules" that contains "Warrior Spirit?"

Again, thanks for any help. Your description of the "Warrior Spirit" rule sounds pretty nifty!

--Joe

Ah sorry for clarity, warrior spirit was a variant rule I added here that has since been fully incorporated into the text of the game. https://rosalindmc.itch.io/valiant-quest/devlog/235303/side-quest-warrior-spirit

(+1)

Was recently recommended this and it looks amazing. Definitely want to try it some time.

Ah thank you!

(1 edit) (+1)

I actually had one rules question: the XP rules specify that named foes provide kill experience. Does this mean that a randomly encountered group of wandering monsters aren't worth experience, because they're "nameless"?

Edit: Never mind, I'd missed the section which explains how named monsters work on page 49.

(+3)

Very cool game! It's clearly inspired by old sword and sorcery movies and books, but it's not based on D&D and its retro clones. Rules are comprehensive but logical and easy to understand. I can't wait to play it!

Thank you! Its been a bit quiet since ive been working on other games right now but you can coordinate online games on our discord. Although tbh this game plays best in person.

(+1)

Just bought the rules and really like them. 

One thing I couldn't figure out were the rules for pushing in combat. The rules say 

"When an enemy is pushed you may move them to an empty space in one of the three spaces furthest from you".

Not clear on what this means. 

How far can you push an enemy?  "furthest from you" implies that you can push someone to a space which is the furthest away from you on the board/map, but I don't think teleporting enemies across the map was the intent of the rule. 

How do you identify the 3 spaces? Can you only push enemies directly away from you? Do these spaces have to be in your line of sight or in your threatened zone, or can you push someone around a corner?

If you push an enemy out of a threatened zone do they have to make agility skill rolls as per the rules for leaving a threatened area on p. 31?

The attack action mentions that you can follow up a pushed enemy by one space, so I'm guessing you only push them one as well? 

Perhaps adding a couple of diagrams would help clarify this.

Thanks

Andrew

Doing a very thorough patch soon so I appreciate the feedback. Push has been one of those things that is immediatly intuitive to teach during play but Ive really struggled to put concisely into words.

When you push an enemy they move 1 space away from you. The three available spaces are the space opposite you and the two spaces orthogonally adjacent to that space. 

There is no agi roll on push or followup. Only roll agility rolls for the move action and things that tell you they are (as the move action) like charge or impetuous.

Thank you for buying and I hope this clears things up. You can also ask about rules and find pick up games on the discord!

(+1)

Thanks so much for the quick reply and clarification. Your explanation makes sense, and was how I thought it was intended to work, but always good to have clarity. 

Looking forward to the upcoming patch. A couple of other things that came up this morning:

1. the use of the terms 'map' and 'region' on pp. 59-60. 

I think that these terms are interchangable? or does a map contain multiple regions or vice versa?

2. Rules for mounts.

If your mount is size 2, does it gain the benefits of being a large creature (p. 30)? Are these benefits conferred on the rider? Eg, while mounted on a size 2 horse, do you ignore the threat area of smaller creatures? Or is the rider still threatened even when the mount is not?

If mounted on a size 2 mount, which square is the rider considered to be in for the purposes of determining line of sight, threatened area, weapon reach etc?

Thanks again,


Andrew

1
Map and region are interchangeable, most references to map should say region. A region is contained on one sheet of paper.
2
all creatures above size 1 are large creatures. When mounted you the rider are threatened by smaller creatures for purposes of your attacks and you can be staggered, pushed or knocked prone (although you do have height advantage). The mount however isn't threatened and can move with impunity through threat areas. the rider counts as being all the spaces of its mount.

This is a little barebones for space and because mounted combat isn't that common, but I think a really cool rule would be to let riders only be threatened on size 2 creatures by enemies that threaten both their spaces. Might be a little finicky but it makes mounted characters hard to threaten rather than easier which I like.

(+1)

Great, thank you.

I like that variant, makes riders significantly more mobile. Perhaps you could drive it home with a few mounted monsters in the bestiary? Goblin wolf riders or undead death knights, for instance.

Check out some of the factions upgrades!

(+2)

I tried to pay you 4 cheeseburgers for your work. I wish it could've been a solid 10, but I'm broke.