Adjustments to My Game Pt 1 *Rules*

I have dozen and one drafts working on this. Ultimately, it boils down to the fact that there are some flaws with the system. There is too much armor and damage stacking. There is too much stat substitution for accuracy. Mystic powers are simultaneously too weak and too safe. Many rules need to be clarified.…

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Artifacts *Rules*

I feel that Symbaroum does a fantastic job of showcasing Scandinavian folklore in a way to appeal to modern readers/gamers. I wrote these artifacts some time ago to include in my games and posted them to reddit, but I wanted to have them here as well. These are artifacts from the surrounding nations, that are…

Alchemy *Homebrew*

Alchemy. The alchemist needs space and the proper tools to perform their arts. This means a private room as well as alchemical gear. The room can be one found at an inn, with 1 hour of set up time, or it can be a permanent structure dedicated to the alchemist's tools. The alchemical gear costs…

Sailing *Homebrew*

By water, the distance from Kurun to Jakaar is about 190km. The river is about 120km of that distance. All of the following rules are based on the time it takes to travel this distance. You may sail for 14 hours/day. This is assuming that you will be stopping for the night to rest, giving…