I’ll give it a proper look, but yeah, that looks great from what I can see, and you really narrowed it down to the necessary aspects of the game.
Once you’ve played a bit of the ‘stripped down’ variant, you can then properly write out a document that is made to ‘teach’ the game, instead of just discussing the rules. And maybe start expanding on items and abilities and the like. Now that you’ve hammered out a great solid base to work on.
Actually, since this is the new baseline for the game, should I make a separate post for it+announcing open playtesting? Or should I just put it to a poll or something?
For the Lite edition of my game, the character sheet! Inside is a blank character sheet, and an example character so you can get an idea of what a filled in sheet looks like. If you want to fill it out, make sure to make a copy of the sheet so you can edit it!
Honestly, something I did early on was to basically ‘draw’ the character sheet on a piece of A4 paper, and then after doing a couple iterations, I’d fill the sheet out with the dullest pencil I had or even a normal tip sharpie and see if I could fit everything in the character sheet.
This really shows you what you need to prioritize or how to better display the necessary information. Anything that requires numbers between 0 to 20 can be a simple circle and you can literally just use a dice to track numbers.
If you can fit the character sheet on a smaller sheet of paper and still be legible, thats great. Some great games have good character sheets that can basically be drawn on a notecard.
I’ve been thinking of implementing equipment somehow. For each character, there would only be slots for a weapon, armor, and an accessory. But every party has one shared inventory, sort of a communal bag for special-use items, gear, and ingredients.
Weapons and Armor would help in adding Harm and Safety in Combat, while accessories can be more-open ended, like a ring giving a modifier to certain Skills, or a bracelet that tells you if something has been altered with magic, etc.
Hello! It’s been a bit since I’ve made an update on the game, but that’s just because I want to make sure each update is of some significance.
The biggest addition in this post is Equipment! Every character can have 3 kinds of equipment on them, Weapon, Armor, and Accessory! Along with that is the Communal Inventory, a way for players to keep track of their ingredients and unused gear without having to worry about who’s holding what! Gold has also been added as a mechanic of currency, mostly because I forgot to put it in.
The 5*A Lite doc has been updated with more clarifying text, and the Lite Character Sheet has been updated to add Equipment, Gold, Player Name, and the Combat Skills mentioned in the Doc.
In terms of In-Progress developments, I’m working on more documents!
One of them is sort of a GM’s guide to the game. The nature of 5*A lends itself to the GM’s discretion more than other games, so I think a doc with some advice on doling out loot, building encounters, and creating equipment would be the most helpful.
I’m also working on an Ingredients, Equipment, and Bestiary list, things for GM’s to have and something to work off of, since making an entire food pyramid, ecosystem from scratch can be time-consuming.
Lastly, I’m working on a Setting doc for a world to play this game in! This isn’t so much a pre-built campaign as much as it is a general setting to inform whatever character you plan on making. It’s a generic JRPG-esque fantasy world, where adventuring is a highly sought after and recognized profession.
I hope to get these works-in-progress out regularly, so stay tuned and thank you for reading!
Hey! Kind of a big update today, one one of those in-progress developments I mentioned.
I present the 5 Star Adventurer World Setting Site! I found a way to publish a website with all of my world notes and resources on it, that i can update using Obsidian, a cool note-taking program. Right now, the focus is on the country of Newerl, and the many towns and dungeons residing within it. The best part is that I can continually update it with relative ease whenever I want!
Hello! Another update, sort of a check-in on the roadmap I made a couple posts back + some additional ideas.
The GM’s Doc, Ingredients List, Bestiary, and Equipment List are still in development. I’d say the closest to completion is the Ingredients List, with nearly all of the standard ingredients I could think of written up and statted for their Healthiness and Heartiness. The list will be split between Normal Ingredients (ordinary foods that everyone is familiar with), and a Special Ingredients list (Monster parts, generally more fantastical ingredients) where each ingredient has some kind of additional effect.
Also in progress is a list of pre-made Quirks! Some input from my playtesters (in the server you can check out by looking at the other post on my profile) have led me to make some changes to Quirks. Where originally they were just whatever the player could think up, now there’ll be a list of traits with differing rewards or costs depending on the situation, including plenty of fat-centric ones.
On the topic of mechanics, I want to expand (ha) how Advantage and Disadvantage work, in making them a more upfront concept on the character sheet. I’m thinking Advantages and Disadvantages can stack, granting players more or less dice when multiple effects are active at one time. For instance, a Warrior with Advantage in Force with the added effect of eating a meal with a positive Health value would get 2 additional d6 to make rolls. This could be fun from the player’s perspectives, trying to stack multiple buffs together for higher numbers. A section could be added to the character sheet stating the number of advantage/disadvantages they have, as well as a section for their statuses so players can keep track of them.
I look forward to your comments and questions, and thank you for reading!
Going forward, the rules for the game will be posted here, on a website! Much like the site used for the game’s setting. This way, I can keep updating the rules in a way that’s both well-organized and visually appealing!
Inside you’ll find all of the rules of the game, including the all-new character sheet! Some revisions have been made, most notably the removal of Ability Scores! I’ve found that the process of rolling scores has been the most confusing part for new players, so I’ve made the process easier by having Skills and Advantages be the main way to build a character. Classes have also been removed, allowing for players to make their characters beyond the rather restricting bounds of 4 classes.
Combat has also been altered, still a one-turn system all about rolling high and rolling close to maximize loot! Also, an ingredients list is added! Currently, the Standard one is the only one available, but the Special list with more exotic foods and monster parts will be added soon!
Also, I may consider posting to a new thread, now that this game has some structure to it.