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I've bought a lot of ruleset here, I don't usually comment on them but this is exactly what I was looking for. I find the combat very well done, diceless and tactical. In other similar products, the actions are so vague as to be boring, not here. This game is an example of excellent game design. I ask one thing if the author reads these comments, does a deflected attack automatically deal damage or can it be parried and deflected in turn? As a referee I let it automatically deal damage to weak creatures but not elites, however no png or monster can deflect an already deflected hit.

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Hi, Lucius. Thank you for the kind words! Re: deflected attacks. As written, yes, a deflected attack deals damage to the new target. And it was my intent that an already deflected hit cannot be deflected a second time (although I did not spell that out explicitly, so you made a great call). 

I just grabbed this PDF; it looks great and reads very well. Do you have an example of combat that you can share? I have many questions...

  • With popcorn initiative like this, enemies often go last. Do you have suggestions on how to manage this?
  • With I-Go-You-Go order during combat rounds, defense actions can be set up pre-emptively or in reaction to a previous enemy’s action?
  • Is the resolution of the combat action simply a comparison of combat skill for the PC vs enemy?
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1. Popcorn initiative is definitely a high trust endeavor. Popcorn initiative really isn't too concerned with mechanical balance in any game that uses it - it's about doing what is fair and fun for the players. 

When I run games using popcorn initiative (including Sword Omen), I just try my best to be fair and fun, using the narrative environment as a guideline and taking into consideration any skills that characters have, as well. 

This comes back to rulings, not rules. 

Going back to the example of an ambush, once the first NPC has taken action, it's feasible that a PC may have the time to quickly square up the situation - especially if they had stated they were moving carefully and have a skill like "combat tactics". 

In such a situation, I'd probably let that PC take action next and, potentially, bark some commands to his allies, making them aware of where other foes are located, as well. 

2. All defense actions are taken as an immediate response to an attack action. So, for example, if Enemy X attacks a PC, that PC immediately gets to take their first (free) defense action. They may take more defense actions during the turn in this manner if attacked again. I'll try to clear this up in a future revision. 

3. By default, attack actions automatically deal damage unless defended against using a defense action. No skills are compared. BUT if you're resolving a contest of weapon skill that isn't actual combat with an intent to kill (say, such as that scene in the Dark Crystal involving Trial by Stone or a fencing contest), then you would compare skills as using the rules for standard action resolution. I need to go back and clarify this as well. 

Thank you for your questions!

Thanks for the reply!


Another question: since casting a spell during combat requires 2 actions, it seems that this can only be accomplished if the character has an applicable _combat_ skill. Correct?

You are correct.

Am I correct in guessing from the cover art that there may be some Bloodborne inspiration here? (I am always on the lookout for soulslike games to add to my Itch collection....)

Bloodborne wasn't really an inspiration, as I've never played it, BUT the implied setting is certainly open enough that you can drop such things in - and the game is lethal enough that it might even be a good fit. 

Excellent! Big fan of people with monster hands regardless. 🙂

That fellow with the monster hand is a magi (one of the species of player characters). They can cast more magic rituals per day than other characters at the cost of such physical mutation (such mutations don't have a mechanical effect, but can impact the narrative and interactions with other people).