Yeah. I haven't actually beat the last boss in its final form because there's no point in using anything other than fly kick. Every run I get fly kick as soon as it's available, taking hard headed if fly kick isn't one of the first choices. But you always get fly kick by the end.
DiscoSoup
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This looks very interesting. Can I please get an example of an action roll? I'm familiar with the standard dice roll on your first column (three conditional nos and three conditional yesses). For instance, what if I try to swing from one vine to another and roll "Yes, and," "if," and "despite?" Thanks!
RISE 2E is most definitely my type of game. It takes its biggest inspiration from games that I already love, including Lasers and Feelings or Savage Worlds. But it really innovates the process by making character generation part of the story. You don't have a full-fledged character until you've played through a three-act story. Each act adds a new mechanical wrinkle to the game, and GMs can teach the rules through play with minimal (or no) book references.
Is it a game or is it a dev kit? Yes.
You get the main game, then a ton of handy notes to help you customize the system to suit your setting. Gameplay definitely promotes the story you want to tell and helps to deepen your immersion.
The lazy man in me is very happy for the upcoming RISE 2E Jam, as that just means even more goodies!
Hey, I have a question or two about Boss Battle. The ramps state "Value must be higher than all ramps in set." Does this mean the same as the older ones (that the value must be higher than the previous step in the ramp) or does it mean that the value of the next step in the ramp must exceed the total value of all previous steps in the ramp?
Likewise with the rollovers. Once I have my first number in a rollover, let's say 3, must each number equal 3? As it's worded I'm not sure if it means that the next number must equal the sum of all numbers used in the rollover. As I write this I realize that's wrong, because if you started the rollover at 1, you'd get to 16 on the penultimate rollover, leaving no way to finish the set.
Take your adventures further with Push Into Darkness! Based on the innovative Push RPG by Cezar Capacle, Push Into Darkness is a standalone expansion focused on exploration, discovery, and achievement. It's designed for solo or group play, and you can switch seamlessly between the two modes if you want.
All you need to play is a pair of six-sided dice, a pencil, and some paper to record your characters and their adventures. Push Into Darkness takes care of the rest. Featuring prompts for story inspiration and character creation, it actively engages your imagination and creativity. A series of intuitive gameplay loops facilitate storytelling in a way that's natural and organic.
The rules allow you to succeed at almost any task, at least partially, but the push-your-luck mechanic gives you the option to increase your rewards. Is the risk worth it? Push your dice to find out!
Push Into Darkness is suitable for playing games in any setting. Use the book on its own, or combine it effortlessly with the RPG rules of your choice to make storytelling and gameplay progression fast and simple. The inclusion of safety tools make it more inclusive for everyone at the table.
This book is for everyone. Experienced roleplaying enthusiasts? Yes! Entire families? Sure! Anyone who wants to unwind alone with a good story? Absolutely!
Crack open Push Into Darkness and start playing right away. The rules only take a moment to learn!
Find it here at this link.
Jason, how would you handle someone taking Rote for an Incantation that normally has no duration? Since, say, Bolt just happens and then dissipates, what is your method for "restraining" someone from going willy-nilly with it? It seems as if you could cast it automatically as many times as you wanted?
Your lord is dead, and only you and your faithful comrades can bring his betrayers to justice. Take up the sword and travel tirelessly until you finally have your vengeance!
Based on Lasers & Feelings by John Harper, Katanas & Kimonos is an evocative, samurai-themed game that takes its inspiration from the chanbara films of Akira Kurosawa. At the same time, Katanas & Kimonos encourages players and the GM to seek out or create wondrous and beautiful places.
Unlike other Lasers & Feelings games, Katanas & Kimonos features TWO EXTRA PAGES with advanced rules. These include a press-your-luck mechanic, escalating difficulty (with no math required!) methods for tracking tasks and danger, samurai duels, and even character advancement. Each of these advanced rules are in the spirit of the original game, and you can transfer them to just about any L&F hack.
Finally, you also get a one-sheet adventure, FLIGHT FROM CASTLE MATSUOKA, to help start things off! This adventure is suitable for use as a one-shot or as the start of a whole campaign.
You can find the game at this link. Below is a page of the basic rules.