Board Game: Wizards (1982) - [image: Wizards (1982)] I was reorganizing my shelves trying to find some room for some new books when I found this little gem hiding in my lower shelves....
2 hours ago
Designed from the ground up to be accessible, easy to learn and fun to use. Act Ten uses 1d10 for everything in the game, keeping rolls quick. I’m not going to pretend this is the first system of its kind, but here are some of the features I think you will see separates the Act Ten system:
Custom Character Builds. Create your characters just how you want them. Act Ten relies on skill choices instead of classes to dictate what your character is. With our experience system, your character can evolve in any direction you want to take them.
Traits. Create characters with addictions, acute senses and even give them insanity or a rich family. There are a hundreds of combinations to help create back story, character depth, in game complications or advantages.
Precision Tuning. You have more options than ever to customize your characters specializations. Modify your target numbers, add a bonus to your roll, beef up your overflow and reduce the time it takes to do something.
On The Fly Experience. You get XP every time you do something, which allows your character to learn new skills on the fly. This means the proactive player will be rewarded, and you will advance naturally, as you play.
Star Power. Earn points whenever you steal the scene. Then use those points later, to add to rolls, reroll botches, lend to friends, use as experience and even force the Game Master to re-roll.
Simplified Gear. Weapons, armor and equipment are simple and to the point. They help you get things done. Period.
Dice Mechanics. With multiple task resolution options, 1d10 is all you will ever need to cover the angles in this game.
Maneuvers. Choose an attack style to fit your characters needs. Defensive and offensive moves aren’t a matter of just blocking and attacking anymore, but how you do them.
Strong characters can block while quick characters can sidestep. Choose between brutal smashing attacks or pinpoint accurate strikes.
Overflow Triggers. One roll can evolve into many outcomes. What starts as a simple sidestep can become a parry, or even a counter attack! Damage becomes greater the higher you roll, so It's not about passing or failing, but how much you do it by.
Diverse Combinations. Multiple stat and skill combinations help you play an adaptive and expansive character. In depth sub stats help further define your character based on your choices.Which is all fine and dandy - but what is the game about? I still don't know.
|A Sample of Stuart's Work|
At great cost. Every time the wizard casts the spell, someone he knows dies (judge’s choice).
Slow cast. The spell requires twice the normal time to cast.
Karmic casting. Before making the spell check, the wizard can choose to add or subtract 1d5 from the roll. If the caster adds 1d5, the next time he casts the spell he must subtract 1d5, and vice versa. After two castings, the karma is reset, and the wizard again gets to choose what modifier to use, if any.
Breath of life. Casting this spell imbues the caster and those around him with beneficial energies. All within 15’ of the caster (both friend and foe) are healed 1d6 points of damage for every level of the spell (i.e., a level 3 spell heals 3d6 damage).
tremulus is a storytelling RPG where you and your friends get together and create a haunting story in the vein of HP Lovecraft's works.
tremulus lets you and your friends make terrifying stories together. No experience necessary. And dice? You only need a pair of regular old six-sided dice, like you find in most family board games. If you've never played any roleplaying games in the past, then this is a great game to start with.
Why is Kickstarter funding all-or-nothing?
On Kickstarter, a project must reach its funding goal before time runs out or no money changes hands. Why? It protects everyone involved. This way, no one is expected to develop a project with an insufficient budget, which sucks. Remember you set your own funding goal, so aim to raise the minimum amount you'll need to create your vision. Projects can always raise more than their goal, and often do.The emphasis above is mine. Kickstarter doesn't assume or expect that a project is complete before funding is requested. It assumes money wil be raised and then the project will be completed (hopefully it's been started to some extent, so parts can be shown to prospective supporters).
Kickstarter does not offer refunds. A Project Creator is not required to grant a Backer’s request for a refund unless the Project Creator is unable or unwilling to fulfill the reward.
Project Creators are required to fulfill all rewards of their successful fundraising campaigns or refund any Backer whose reward they do not or cannot fulfill.
The Estimated Delivery Date listed on each reward is not a promise to fulfill by that date, but is merely an estimate of when the Project Creator hopes to fulfill by.
Project Creators agree to make a good faith attempt to fulfill each reward by its Estimated Delivery Date.These dates aren't written in stone, and if the project you supported actually hits its Estimated Delivery date, you are ahead of the game. Trust me on this, I've supported way too many Kickstarters and Indiegogo projects than is healthy for my wallet (or my marriage ;) and on time delivery is no longer something I expect. I don't count delays in days, weeks or even month - I count them by seasons. It's much easier and so much less stressful.
|Now THAT's a Merchant ;)|
...my first impression was that the system is clearly misnamed. If I'd written a book called Adventurer Conqueror King, it would involve adventuring, conquering, and being king. This system ought to be called Manager Merchant Landlord, which is what it's actually about. Adventuring doesn't seem to come into the equation at all. Despite the authors' penchant for extreme detail, including for example seven pages about mundane equipment, they haven't written word one about dungeons or exploring or all that boring stuff that appears in other games. They've skipped straight onto the subject they love:- resource management.
Anyway, after marvelling at the price tag, I skimmed over stuff I'd already read hundreds of times, and indeed written myself at least twice, before I made it as far as the first custom PC class. The Bladedancer. I quickly determined that what this means is "druid chick", and moved on. My right eyebrow crept upwards as I encountered the Dwarven Vaultguard and Dwarven Craftspriest. Then I read about the Elven Spellsword, and Elven Nightblade, at which point I had to stop and send out a search party for my eyebrow, since it had not stopped rising and was now lost somewhere above my hairline...