This may prove to be first in a series of posts on the progress of the Heroic Fantasy to a 2nd edition. Based on The Black Hack, Heroic Fantasy was my bash at getting a rules light heroic fantasy game together, that included all the extra bits that I wanted, in one short book. As ever, with anything I might write, it was predominently for my own table and play. Yes, I have been playing endless amounts of D&D 4th Edition, but there are still times where I want something very light and fast to play.
It’s tingle time for me, as I put finishing touches to a pre-playtest version of the game. The second edition will preserve and extend the flexible options for kin (‘races’) and archetypes (‘classes’). The core game remains close to the first edition of The Black Hack, so the fundamental play experience isn’t going to change. However, under the hood, there are quite a substantial number of changes that I hope will bring some more fun to the game:
- An option for Attributes to be generated in a more controlled manner from a pool of points.
- The Dice Ladder is now embedded throughout the game, so that a range of Kin, Arechetype and in play circumstances increases damage up (and occasionally down) the ladder. Warrior archetypes, for example, gain +1 Step in weapon damage every level.
- Hit Points are now based on a die roll taken from the higher of the character’s Kin and Archetype dice.
- Weapon damage is now based on the type of weapon and then modified by Archetype. (I waver a little on this one.)
- Short and Long Rest Recoveries are now possible, so that hit points can come back during an adventuring day.
- Complex tasks (skill challenges).
- A range of new Kin to play.
- Addition of the Druid Archetype.
- Armour now provides damage reduction.
- Cantrips introduce some low powered and flavoursome magic.
- More formalised ‘Conditions’, inflicted by monsters, magic and other situations. This includes ‘Wounded’ when a protagonist loses half their hit points.
- New terms to describe some elements in the game. This was prompted by the OGL fiasco. Many have reverted back, thanks to the Creative Commons move, but a few have stuck.
- Some errata and tidying up.
Of course, at this stage, I am still ruminating on a number of elements to the game.
- On level up, instead of rolling to increase every attribute (with some archetype extras), limit this to rolling for 4, with two defined by Archetype and two free picks. Or, one defined by Kin and one defined by Archetype. This will slow attribute progression, which is something I wanted to see. A playtest is unlikely to fully tease this out, so I might just have to make a call.
- Get rid of encumbrance? Maybe.
- Include some travel rules? These of course could be Complex Tests, but I need to decide how much I want to track, through usage dice, food and water?
- The power level balance between hit points and damage needs to be tested. It feels about right, but at lower levels, with armour damage absorbtion, I’d need to see what it plays like. Fighting archetypes do quite well with ladder increases, Rogues are quick and win the multi-attack race, and magic has plenty of blam. The dials are all there, I just need to set them to the right levels. As characters start with Constitution for HP (plus some dice), I am considering giving Monsters a HP starter boost for their size.
More will come out of the playtesting woodwork.
All of this has maturely emerged at the same time as Free League’s Dragonbane Beta. I’ve blithered on about how much I like this game, and enjoyed running it. They have a third party licence coming, through which I may publish some adventures. And here is my pickling. Dragonbane covers very similar ground to Heroic Fantasy. I will admit to having a wobble about progressing my own game in a crowded market of sword and magic swooshing. Yet, my endeavours bring me joy, and a game from the D&D side of the tracks that I rather like. It has just the right blend for me (and hopefuly some others). The real proof will be in me running it. A game has been submitted to UK Games Expo, by which time I hope to be in layout.
So, press on. I’m not in a hurry, but it would be nice to have this published and available later this year. As it stands, I see no reason why not. Some adventures should follow, that will showcase the game but usable with anything.
