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21
Fantasy Express / Re: Weaknesses
« Last post by Rasyr on April 06, 2024, 06:43:24 PM »
Welcome to the forums! And I am glad you are liking Fantasy Express!!

I like that idea and think it is a very interesting idea.

I will take another look at them and see if I can find a way to implement without a major rewrite.

There is already a limit on the amount of Drawbacks a character can take (3 points worth). That won't be going away, but I do like the idea of giving Drive if a Drawback comes into play in a significant manner  -- the higher the cost of the flaw, the more likely it should be to come into play (i.e. Lycanthropy is a 3 point flaw, while Ego Signature is only a 1 point flaw).
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Fantasy Express / Weaknesses
« Last post by sacredbirdman on April 06, 2024, 12:45:55 PM »
Hi,

I've been enjoying reading Fantasy Express and there are many things I like about it. However, I've always had problems with weaknesses / flaws as "bonus points". Some players try to min/max them to make absurd characters and GM needs to remember to apply them. What if they worked more like passions? You get something out of them (Drive maybe) when they actually complicate the character's life or when they make the adventure more interesting. This way it's harder to game them and players are themselves incentivized to remember them and bring them up. This might also have the bonus of giving characters that have gained weaknesses like crippled a "consolation prize". What do you ppl think?
23
Fantasy Express / Re: Love the game but...
« Last post by Rasyr on April 05, 2024, 12:31:57 PM »
Thank you. I am glod that you like Fantasy Express.

Without going the route of D&D3.x/Pathfinder (of Feats), it is difficult to make arms users more interesting. Not impossible, just more difficult

One way that this is done is through the Special Skills, which can and does include a couple of weapon fighting styles. And I do need to add more arms related items to the list of potential Special Skills. Another is through the use of the Milestones.

Don't forget that as you spend Drive Points, you progress along the "Heroic Path". For every 10 points along the Heroic Path, you gain a Milestones. This can allow you to gain additional Special Skills. I need to add some more Milestones as well, for the more combat-oriented (I have several Martial Arts related ones in there already). These would, however, go in a supplemental product, not in the core rules.

Milestones and additional Special Skills (i.e. built as Combat Styles) will eventually be coming, and work to help expand Arms users as they progress.
24
Fantasy Express / Love the game but...
« Last post by Elvish Lore on April 05, 2024, 10:31:00 AM »
... my fear is that it creates a fantastic level one character but doesn't really much help progress or advance the character further once past character creation for non-magic characters.

Like... I get it, everyone accrues skills. Magic users accrue spells as levels are gained. But martial type characters have only Milestones to spend on Revelations, correct? (and Milestones are a very GM-centric mechanic - the players are waiting for the GM to indicate when they can take a Revelation) Anything on that list of Special Skills can't be bought past level one? (On pg 55 of current document, it says that Milestones _can_ be spent on buying SS but pg 80 only indicates that Milestones can be spent on Revelations.)

I totally get that this isn't Pathfinder 2e or something with endless Feat and Ability gains... and I don't want that. I guess I'm just worried that simply building more skills won't be interesting enough for players to further differentiate their characters as progression continues in long-term play.

Maybe I'm misreading things or don't understand some fundamental progression mechanic, please correct me if I'm wrong. Thanks.

P.S. I still love the game.
25
Announcements / The Tomb of Aosath Bak -- an FX Quickstart Released!
« Last post by Rasyr on March 24, 2024, 11:13:52 AM »

A few days after arriving in Na-Kutha, having guarded a merchant on his trip here from Na-Kish, you are approached by Gryglyn, a friend of the merchant you worked for. He wished to hire your team in order to find and explore the tomb of a noble woman from the very early days of Anwyn, one of his ancestors. The tomb has been lost since shortly after her death, but he thinks that he has finally found the location.

The Tomb of Aosath Bak is a classic dungeon delve type of adventure! You are off to find the long lost tomb of an ancestor of your employer and retrieve some items for him.

Are you brave enough to delve into the unknown?


The Tomb of Aosath Bak is the second in the Quickstart Adventure series. This means that it comes with everything you need to run the adventure, including pre-generated characters that players may use for the adventure. It also has maps that can be used with various VTTs as well.

The Tomb of Aosath Bak is also a sequel to our first Quickstart Adventure, In Search of Jafry, and the two can be played in succession.

What it contains:
  • 24 page adventure, which includes a 3 page overview of the setting, Anwyn.
  • Includes a new monster, the Vegoid, not found in the core rules!
  • 21 page PDF containing 14 pre-generated characters that can be used to play the adventure.
  • 15 page PDF overview of the Fantasy Express system for players who may not be familir with it.
  • Multiple versions of the maps for the multi-level crypt, suitable for use in Virtual Table Top (VTT) systems.



26
Fantasy Express / Quickstart now available -- more coming....
« Last post by Rasyr on March 06, 2024, 01:21:39 PM »
uploaded the Quickstart - In Search of Jarfry to DrivethruRPG this morning.

I am starting work on converting  The Tomb of Aosath Bak to get it uploaded.

Then will be starting work on the next module,  "The Wizard's Apprentice" (wizard comes into posession of a cursed book, which possesses hi apprentice - severely injuring the Wizard just after the group arrives in town. They then git hired by the Wizard and an elderly priest to go stop the apprentice (preferably saving him in the process) from summoning an unknown number of demons to Anwyn...

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Announcements / In Search of Jafry - An FX Quickstart Adventure -- Now Available!!!
« Last post by Rasyr on March 06, 2024, 08:10:31 AM »


Verun, the innkeeper and apothecary. His precocious twelve year old son, Jafry, has gone missing while out searching for herbs.

You and your friends had been traveling, escorting a merchant from one town to another, and stopped for a few days in this quaint village, at the inn owned by his friend Verun.

The day after you arrive, Jafry goes out to collect herbs and never comes home. Your boss, the merchant, offers you a bonus to go find him and bring him home.



Jafry has gone missing and it is up to you to find him and bring him home safely!

This is an adventure for 4-6 starting adventurers to find and rescue the son of a local Inkeeper

This is the perfect product to introduce your players to Fantasy Express. It contains everything you need except pencils and dice!

* 14 page Adventure

* 14 Pregenerated Characters

* 15 page FX Primer, which includes a Player Cheat Sheet containing a reference of all of the rules that the players will need.

* 6 Maps - formatted for use with VTTs!

This adventure can also be used for convention play as well since it can be completed in a single session!

30
Fantasy Express / Re: Initial Impressions
« Last post by Rasyr on March 02, 2024, 06:30:41 AM »
Ooooh. I thought they could only be done with Martial Weapons. Sorry, still learning. Having lots of fun though.

Yup ANY weapon can be used with Martial Moves (though they may not be able to perform every move, depending upon the weapon - we leave it to the GM to determine what seems right - i.e. you cannot do a Shield Bash with a Quarterstaff....)

Martial Weapons simply gain a +4 when performing Martial Moves.
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