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Hey Chao! I really love this system, how would you rule magic weapons and armors considering the already high chance of hitting with the 2d6 bell curve ?

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Heya! I still use them as-is - I just make them quite rare, since you are right, they do skew things quite a bit! A +1 sword is a huge deal :D

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Thanks for the response! I thought maybe changing the damage type for weapons (like a "fire sword") and "negating damage armor" (like a platemail that gives -1, -2, -3 damage to incoming successfull attacks). Something to think about, thanks !

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Oh yeah, that's definitely the way I'd go in general too! Lean more into weird/specific effects. https://lukegearing.itch.io/treasure is a FANTASTIC resource for this.

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oh that's a good idea, i love this guy's work, thanks for the cue !

Hi, loved the game, but I have one question: do you add base attack modifiers to attack roll? Like the +1 from fighters at lv 1. Thanks!

Heya! No, you don't. That's built into it due to how the HD of the fighters get better at a faster rate than other classes!

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Hi there! This hack rocks, I love it! Could you help me understand what the bouncing means for handaxes. Does it bounce back far enough for the wielder to throw again?

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Heya! That's based off frankish axes!

From https://irongatearmory.com/product/antiqued-frankish-axe/

"The psychological element of the Francisca was horrific and sometimes the enemy ran away before the combat in fear of the incoming wall of flying axes. Throwing axes have a tendency to bounce quite randomly from the ground or from the edge of the shield if the axe doesn’t hit the target. This unpredictability of the weapon added fear as the enemy newer knew what is going to happen."

So it doesn't bounce back far enough for the wielder to throw it again, but it does inspire fear and possibly additional damage! Hope that helps :)

Hi Chaoclypse,

Which table do you use for your characters' backgrounds? Also, do you have a previous version with the effects of critical hits and fumbles?

Thank you!

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Heya, there are a bunch of tables that exist for that - Knave, Maze Rats and FORGE are ones that come to mind! 

In terms of a previous version, I do not, unfortunately, but it was pretty simple - fumble on double 1's and damage rolled twice then summed on double 6's.

Thank you. Which one did you use for the example characters in the video?

I also decided to go full "d6" and use 2d6 for saves. TN of 10 for "normal men", lvl 1 clerics and magic users, TN of 9 for lvl 1 Fighters and Thieves, decrease that TN by 1 at even levels. I know you don't use attributes, but I use them and add their bonus (-1 to +1) to the roll for appropriate saves.

As for critical hits, I'll use the following: Against living opponents, edged weapons deal double damage and blunt weapons stun them for 1 round.

Heya, I can't remember which I used for the video unfortunately :(

The saves being 2d6 sounds great. I would actually recommend looking into Age of Conan by Jason Vey for a similar system! https://grey-elf.com/hyborian-age.pdf (Page 37)

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Thank you for the recommendation. I just read it, but I still prefer my (very simple) system above, which works as well for attribute checks and "thieves" skills (which can actually be attempted by anybody, thieves just get a bonus).

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Hi,

A translation in French is available here https://jeepee.itch.io/chaos-reigns-vf

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This is a late reply, but thank you so much!!

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Hi,

The distances for the ranges of the missile weapons are mentioned in which unit measure ? Inch ?

I want to convert in meter.

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It is in feet - I am thinking of possibly converting it back to inches, as in OD&D inches can mean either 10 feet in the dungeon or 10 yards in the wilderness.

Just a little remark : in your video, there rules about fumbles on double 1 and critical success on double 6 but in the PDF, those rules are not mentioned. Is it normal ? I like very much those rules. They create surprises during the session.

Sorry I just saw the release note about the removal of fumble and critical success. 

Hi,

I have questions about the rules. In the section below

"Characters cannot melee the same enemy multiple times per round, but can opt to focus multiple actions into one attack, which if  successful, will deal normal damage + extra actions."

That means a character can fight only one opponent in a round BUT can use his multiple actions to do more damage, if the attacks succeeds ? Right ? How does it work ? The player can roll normal damage + a damage roll per additional action ?

Another question, about the following rule:

"Missile attack damage can be focused with actions but missile attacks cannot be done multiple times per round, even on separate enemies."

It's the same rule than previously but for the missile attack. Right ?

Maybe if you can provide some example, it would be clearer for me.

Thanks

jeepee

I also saw the note about "Major update to damage scaling"

So If I understand, each HD allows to do an action, and an action can be an attack. Each additional action can be an attack or something else. Is it correct?

That is correct! 

So for example, if you have a 4 HD character and he does an attack and focuses all his HD on the one attack, he will use 1 HD to do the attack and if it succeeds, will deal damage + 3 (which would be the extra actions utilized in that attack). 

He can also do attacks to two opponents (using 2 HD) and have 2 HD left over to distribute as additional damage. (+2 to one, +1 to each, etc) Hope that makes sense!

Yes. Thanks for the explanation and the examples. More clear for me; I have to correct my translation asap :-)

Hello

Very interesting rules; I think to use them as combat rules for a future campaign. Very quick and intuitive. Good job. Are you agree if I propose a translation in french ?

Regards,

jeepee (from Belgium)

Hello jeepee!

That would be awesome! Just make sure to include credit :D

Yes of course

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Hi, I'm a TTRPG creator from Ukraine and I love your videos and work. Is it possible that I could get your permission to translate this booklet into Ukrainian?

Heya, thank you so much! That'd be awesome, I'd love that! Just provide credit please.

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Excellent stuff! Super compact and very well designed. Love it! 

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Thank you so much!!

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Awesome hack! I see swords already have a counter-attack as their Special, but are you planning to add Parries and Counter-Blows like in Chainmail? As Parries would be a simple -2 modifier, they would not complicate further with additional rolls (yet that could change if Counter-Blows are introduced).

Heya! Firstly, thank you for the kind words. I initially did play with parries, as per https://the-last-redoubt.blogspot.com/2021/10/fantastic-medieval-wargame-campaig...

Before an opponent strikes, a full parry can be attempted. This subtracts 4 from the attacker's throw, but the character parrying loses their next blow. If the attacker still makes their roll and gets exactly the number needed, the parrying weapon will be broken by a heavier weapon (or merely dashed away if the weapon is magical) and no damage inflicted. If, on the other hand, their opponent misses the defender is allowed a counter-blow if equipped with a lighter weapon.

It can easily be grafted onto this system (except instead of subtracting 4, subtract 2 as you said) but I chose not to add it in purely due to preference. During playtesting, it was too much to personally keep in mind when doing solo play, and also when I was playing 1 on 1 with a player who was controlling several characters. 

I might end up doing a separate version/add-on with extra optional rules to bolt on, such as this, as several people have messaged me saying that they're using this for their group games (with one player playing one character) and I think it would work great for that. Thank you so much for the suggestion!

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Having an add-on would be great! I agree that when playing solo it could be too much to have in a skirmish with many characters.

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Forgive me if this question could be answered by me digging out my copy of Chainmail, but does the #HD = #actions rule allow for casting multiple spells in one round?

That's a good question - That would allow for casting multiple spells in one round!

The slower rate of HD increase and the limited spell slots should balance it out, though I could see to it leading to the equivalent of a tactical nuke (good ol' flammable web + fireball) in one round on a large enemy.

Something that comes to mind is that in most OD&D retroclones, spells can be interrupted by missiles. If one side loses initiative and gets interrupted before they cast multiple spells, I would personally rule that it interrupts all the spells they were going to cast that round, making it potentially riskier to do so.