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Post by simonw on Jun 13, 2011 0:15:30 GMT -6
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Post by simonw on Jun 13, 2011 0:18:37 GMT -6
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Post by simonw on Jun 16, 2011 9:20:16 GMT -6
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Post by kesher on Jun 16, 2011 9:46:56 GMT -6
Simon, you're a non-stop creator!
I just looked at the game on RPGNow--did you realize that the description text is still for the original version?
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Post by simonw on Jun 16, 2011 9:52:18 GMT -6
Simon, you're a non-stop creator! I just looked at the game on RPGNow--did you realize that the description text is still for the original version? Yeah - RPGNow gives the option to use a previous title as a template, but then won't accept the new text. I've emailed Customer SErvice - hopefully they'll sort it out.
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Post by kesher on Jun 16, 2011 10:33:32 GMT -6
Weird.
Cool, just wanted to point it out in case it had gone unnoticed...
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Post by wulfgar22 on Jun 17, 2011 12:19:16 GMT -6
Nabbed this too! More great stuff. Any plans to release the settings in print? And while I'm pestering how's about a classic swords & sorcery/fantasy version of the Woodland Warriors rules....?
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Post by simonw on Jun 17, 2011 13:21:40 GMT -6
Nabbed this too! More great stuff. Any plans to release the settings in print? And while I'm pestering how's about a classic swords & sorcery/fantasy version of the Woodland Warriors rules....? I might have to combine them to make it worthwhile. I'm considering two additional sandbox setting/campaign books: WOODLAND WARRIORS AT SEA (pirates, buccanners and corsairs - where you get to play Vermin!) and WOODLAND WARRIORS IN SPACE. A book with all 4 settings would probably make a better prospect.
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Post by simonw on Jun 17, 2011 13:22:45 GMT -6
And while I'm pestering how's about a classic swords & sorcery/fantasy version of the Woodland Warriors rules....? Yeah, you aren't the only one asking...I'm giving it some thought
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Post by simonw on Jun 19, 2011 12:07:38 GMT -6
I'm writing up a new class - the Woodwise. It's kind of a Druid for WW. It'll be the first freebie up on my new website here: beyondbeliefgames.webs.com/ Here are some basics of the class: WOODWISE Long before Abbeys, there were creatures that looked after the spiritual needs of the creatures in the woods. These Kind would comfort the old and sick, teach the young and protect their followers from the Vermin; they were the Woodwise. They are not common now as the Abbeys have all but taken over from them. The Woodwise generally live in ancient out-of-the-way places now; in hillside caves, hollowed out trees or in forest glades. They are the guardians of the forests and still care and tend for the creatures of the woods and aid lost travellers when they are sick and injured. Woodwise eschew anything made of metal, so they won’t even use weapons with any metal in them. Prime Attribute: Wisdom. If Wisdom is 13+, you gain +5% to XP earned. Hit Dice: 1D6 (+1) at 1st level, then as the Woodwise Advancement table Armour/Shield Permitted: Quilted cloth, wooden shield Weapons Permitted: Staff, club, stone-headed spear, stone dagger, sling, stone wood axe, short bow with stone-headed arrows Saves: Woodwise receive +1 to Will or Fort saves at 1st level and a (further) +1 to Will saves at 6th level. +1 bonus to any one save at 3rd level. Herbalism: Woodwise are knowledgeable of plants and their uses in medicine. They receive +1 to lore rolls when it is to do with plants, herbs or nature. Hivemaster: At 2nd level, the Woodwise is able to speak to all types of insect. Insects might not want to speak to them of course. At 3rd level, the Woodwise can befriend one insect, which will stay with him at all times as a “familiar”, messenger, spy and pet. Shapechange: At 4th level, Woodwise can change their shape into that of an insect. They can change once per day at 4th level, twice at 5th and three times at 6th level. Shifting shape takes one round, during which the Woodwise cannot take other actions. The Woodwise can remain in the new shape indefinitely - the duration of a form ends only when the Woodwise turns back to his normal form or assumes another one. A Woodwise can shift from one insect shape to another without returning to normal form first. Upon assuming a new form, the Woodwise heals half of all damage suffered. The insect form a Woodwise assumes can vary from the size of an ant or bee to that of a giant spider. A Woodwise in animal form takes on all the insect's physical characteristics movement rate, abilities, Armor Class (AC), attacks and damage. The Woodwise retains original hit point and saving throw values. The Woodwise’s clothing and one item held in each hand also become part of the new body; these reappear when the Woodwise resumes normal shape. Sacred Grove: At 6th level, the Woodwise can create a sacred grove, pool or cave. It is a quiet place that immediately calms anybeast that enters it making violence possible only with a successful Will roll, each round.
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Post by simonw on Jun 20, 2011 10:06:43 GMT -6
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Post by Mike on Jun 21, 2011 4:14:38 GMT -6
In Space? Yes!
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Post by simonw on Jun 25, 2011 2:59:25 GMT -6
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Post by simonw on Jun 25, 2011 3:41:37 GMT -6
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Post by simonw on Jun 26, 2011 2:59:50 GMT -6
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Post by simonw on Jun 27, 2011 12:28:30 GMT -6
WOODLAND WARRIORS AT SEA is coming along. In this setting/sourcebook, the player characters are Sea Dogs - all Vermin; pirates, corsairs and marauders. The new classes are Buccaneer, Freebooter, Sawbones, Seawise and Shantyist. Players can be Foxes, Weasels, Stoats, Rats Shrews and Snakes!
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Post by wulfgar22 on Jun 30, 2011 2:24:06 GMT -6
You'll definitely have enough for a decent-sized combined settings book!
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Post by simonw on Jun 30, 2011 23:57:52 GMT -6
You'll definitely have enough for a decent-sized combined settings book! Yep. When WW "IN SPACE" is done (after "AT SEA"), I'll put them all together and make one book out of them for POD purposes.
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Post by simonw on Jul 2, 2011 4:20:20 GMT -6
Hopefully, somebody out there is liking this... Here's the Sawbones class from the upcoming "At Sea" supplement (go to the "free stuff" page) beyondbeliefgames.webs.com/
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Post by simonw on Jul 16, 2011 4:25:05 GMT -6
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jjarvis
Level 5 Thaumaturgist
Posts: 278
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Post by jjarvis on Aug 3, 2011 8:56:33 GMT -6
Last session I played we did a couple skirmish sized fights and to speed things up we used the hit roll as the damage roll and it worked nicely.
It was quicker and good hits (high rolls) to hit inflict more damage. The guys in plate felt like they were taking some serious hits but one also realized he was not getting paper-cut to death either. Heavy armor only failed agaisnt massive blows when the hit roll is applied as the damage roll.
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Post by simonw on Aug 4, 2011 11:24:21 GMT -6
Last session I played we did a couple skirmish sized fights and to speed things up we used the hit roll as the damage roll and it worked nicely. That's cool. I'll try that out. We're playtesting Woodland Warriors At Sea soon. Mainly the ship-to-ship battle rules. BTW - is anyone else playing/enjoying Woodland Warriors? What are your thoughts?
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Post by bluskreem on Aug 5, 2011 8:54:53 GMT -6
I've been trying top get the gang to do a play test style game but things have been a bit erratic around here, so introducing new games is a pain. The game is right up my wife's ally though, so we might just have to do a one-on one game soon if we can't get anything else going.
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Post by simonw on Aug 21, 2011 23:56:43 GMT -6
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Post by simonw on Sept 19, 2011 11:39:18 GMT -6
We playtested WW AT SEA the other day. It went well. The characters were a Shrew Sawbones, a Weasel Swashbuckler, a Fox Buccaneer and a Snake Seawise. They were adrift in a small boat in the middle of the sea surrounded by sharks, so I let the players describe how they came to be in this sorry state. They decided they had led a mutiny, but the mutiny went awry and they escaped in one of the ships gigs. Aside from the sharks, their Seawise noted that a storm was brewing, so they started rowing north, where they knew would be the most likely chance of reaching land.They were right and, after their little boat was destroyed on the coral reefs, they managed to crawl onto the shore - in a small cove surrounded by high cliffs. The Swashbuckler commenced a climb, finding a route up to a ledge - where there were the remains of a large bird nest and a cave. The rest followed and then they ventured into the cave. The cave led to a tunnel, which turned into old carved steps leading upwards, ending in a wooden door. Breaking down the door, they found themselves in a treasure chamber guarded by Zombie-Vermin. Eventually destroying the Zombies, they then looted the treasure chamber (the Sawbones swallowed some of the gems "for security"). However, it gradually dawned on them that this treasure muist belong to someone - the Seawise suddenly getting the horrible thought that it must be the hidden stash of Black Bullimus the Pirate King! More next time...
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Post by simonw on Oct 1, 2011 4:20:25 GMT -6
Woodland Warriors Out West (gun totin' raccoon cardsharps & coyote outlaws in a wild west style setting) has been out for a while now and Woodland Warriors At Sea (swashbuckling sea adventures, where you play the evil vermin buccaneers and shantyists) is nearing completion.
The really good news is that Brave Halfling Publishing and Beyond Belief Games have reached an agreement for BHP to put out a digest-sized boxed set of Woodland Warriors. Hopefully, there will be some really cool contents, aside from the usual dice and stuff. Check the BHP and BBG websites for more information later in the month.
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Post by simonw on Oct 3, 2011 0:18:11 GMT -6
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jjarvis
Level 5 Thaumaturgist
Posts: 278
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Post by jjarvis on Oct 3, 2011 5:13:01 GMT -6
Pretty cool. Which figure line(s) are the miniatures from?
Woodland Warriors is pretty useful for skirmish size actions in a game that's otherwise an RPG without a lot of cumbersome rules.
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Post by simonw on Oct 3, 2011 8:09:26 GMT -6
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Post by kesher on Oct 5, 2011 11:12:57 GMT -6
That's awesome--congratulations! Those Splintered Light minis are crazy-perfect, too. You should see if you can work up a partnership...
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