More Playtesting
I posted a new kickstarter update about opening up the playtest to all backers. If you’re a backer, please respond here or on the kickstarter update. Thanks!
I posted a new kickstarter update about opening up the playtest to all backers. If you’re a backer, please respond here or on the kickstarter update. Thanks!
One thing I’m liking about the Five Moons system is because there’s no limit to the number of cronks/spells/stunts you can learn, I can create really specialized, situational abilities that don’t have much use outside of those circumstances, but characters aren’t penalized for learning them. For example, let’s say there’s a dark forest where giant…
This news will probably be lost in a sea of #sports hashtags, but I’m posting it anyway! ===== Today’s writing agenda is finishing up the Know skill section of the playtest document, explaining the baseline level of knowledge you have if you aren’t trained in a skill. It’s a lot of words. :p ===== This morning…
I just wanted to let people know that although this blog and the Five Moons page on Facebook have been quiet, I’ve actually been making backer-only updates to the kickstarter for the past few months, mainly about the playtest materials. (Frex, I’m rounding out the new skill system right now.) Soon there will be more…
I just sent Playtest 1.0 document download links to playtest-level backers… and boy are my arms tired!
As I’m giving the playtest Classes chapter a once-over before sending it out to the playtesters, I’m thinking about the problem of “choice paralysis” in gaming. Choice paralysis is when you have so many options for what your character can do on your turn that you have a hard time decision about which you should…
If you backed this project at a level that gives you playtester materials, get ready for a lot of stuff to read in the next few days….
I posted Update #38 to the Kickstarter page, which includes part of the intro to the Feats chapter explaining how you select which feats (cronks, spells, or stunts) you want to be able to use each day.
I posted Update #37 to the Kickstarter page, a detailed update about a change to character classes that greatly expands your options when you level up, some more info on the standard races going into the Corebook, and another Gerald Lee art preview.
I posted Update #36 to the Kickstarter page, just a quick update about the upcoming playtest, a new cronk that should please players who want badass unarmed monk characters, and another Gerald Lee art preview.
Heya, folks! Just wanted to give you an update on the playtest document, specifically about the bard class. Bards have always been a problem because they’re designed as a support class, and when a support class has to fill in for a role normally occupied by a primary class (like a bard healer in a…
The Five Moons RPG playtest has been delayed because I’ve been fiddling with bits of the skills system. Sneaking As I mentioned in an earlier blog, Stealth in 3E/PF is a little wonky, and–because creatures are assumed to be looking in all directions at once–basically you can’t use Stealth if there isn’t cover or concealment.…
I’ve posted a kickstarter update about Lafreesh, the Lynx moon, with a few tidbits about how deities in the Five Moons RPG grant abilities to their worshipers, whether or not you’re a priest.
It’s not secret that I’m a fan of 3E/PF, and the basics of Five Moons are informed and inspired by 3E/PF. But as I go through the chapters of the Player’s Handbook and Core Rulebook, I keep running into rules that make the game a lot more complex and “realistic,” but I don’t really think…
I was talking to someone interested in the game about whether or not there would be unique races in the Corebook or the setting book, and I thought other people would be interested in the answer, so here it is (slightly rephrased). Of course, I wrote an earlier blog entry about being able to reshape your character, including…