EDDS v1.0 update


That is it, folks! 1.0 is here.
This is one of the more insane projects I completed so far.
And it undoubtedly taught me unique game design tricks.
Whats next? i still have that unfinished video game project.
But hopefully now I'm skilled enough to finish it. 

EDDS v1.0 Changes

* Interrogating NPCs and monsters.

* NPC factions. These support larger city plot development.

  Knowing NPC belongs to a faction, opens additional options,

  like blackmailing or scapegoating them.

  E.g. Plot like 'Villain brainwashes locals' now produces effect like 'All Loyalists/Rebels are now Zealots.' I.e. the city got turned into a fundamentalist dictatorship / a totalitarian cult.

* NPC brawls.

* Enchanting mundane items.

* Crafting items.

* Building cabin in the wilderness to boost at DC at that hex.

* Mechanics for mundane household items, found at NPC homes and in dungeons.

  These give skill bonuses and used to overcome obstacles.

* Updated DC N Chase to be DC N dS Chase instead, since each chase event

  has different distance scale:

  * d4 - chase across a few rooms

  * d6 - chase across streets

  * d10 - chase across city.

  * d20 - chase across country

  * d100 - across the multiverse

* Villains like Lich and Tiamat now follow DC N dS Chase scene to catch heroes.

  Instead of just moving toward heroes on world map.

  That is easier to housekeep, feels sinister and gives players some agency

  - using skills, XP and spells to escape enemy who is about to close in.

* Heroes now move 1 tile turn, while the Hero's speed parameter now

  dictates their initiative in combat. Monsters have random initiative.

  All monsters have d6 initiative.

* Overly Annoyed NPC now assumes Violent mood instead of Hostile.

  The difference is that they wont pursue the heroes.

* The exploration phase is eliminated. Hero can explore tile any time during

  their phase, spawning usual monster, whom they can attack unless hero moved

  or monster's speed > hero's speed. 

* Simplified Escape from dungeon to be a chase scene.

  In particular heroes' cant leave the tile with monsters, without a chase

  scene, where they are being chased by monster.

* Guard NPCs now have ranged bow attack

* Cleaned the NPC section from the old mechanics remnants.

* Greatly simplified the hex Danger Level, integrating it into the travel roll.

Files

dndas_campaign_v1.0.zip 23 MB
13 days ago

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