Version 0.7.1 Update
Dear players,
first of all, I want to thank everyone who has shown interest and support (including financial support) for this game. I hadn’t updated the game for almost a year, but constant downloads and donations have inspired me to work on it some more and make it the best game it can be.
Despite the small number change, this version has some significant changes, especially with Archetypes. I am trying out the “race-as-class” philosophy of some old-school games – but with much more leeway. I see Archetypes as non-prescriptive – meaning, for example, that not all elves must take the “Elf” archetype. You can totally declare that your Thief is, in fact, an Elf.
I’m looking to clarify this more in future updates, and I also have some ideas for “multiclassing”. Future versions will also feature some rules that are not adressed but are inherently there if you played Blades, such as clocks and cooperation rules.
I hope you are enjoying this version and I would appreciate any feedback, especially if you have tried the game out.
Cheers,
Daniel
Version 0.7.1 Changelog
- Overhaul and rebalancing of Archetypes
- Introducing eight basic Archetypes: Bard, Cleric, Dwarf, Elf, Fighter, Halfling, Thief and Wizard.
- Added a tenth ability: Engage – for combat.
- Attributes (former Insight, Prowess and Resolve) are now called Resistances. They are: Agility, Constitution and Wits. They are decoupled from Abilities and dependent solely on Archetypes.
- Burdens now have two segments per level instead of three.
- Burdens are now explained in short in the “Fictional Components” section.
- All Features are listed in the Appendix at the end of the document.
- Price/Purchase track is now called “Spending Track”.
- Minor rules changes in Party Upgrades.
- Some text tweaks and clarifications.
- a little bit of fancy cross-referencing with page links (more coming in future updates).
Get Heart & Glory
Heart & Glory
Fantasy Tabletop Roleplaying Game
Status | In development |
Category | Physical game |
Author | Daniel Kušan |
Genre | Role Playing |
Tags | Fantasy, Tabletop, Tabletop role-playing game |
More posts
- End of DevelopmentOct 30, 2023
- Version 0.7 is HereMay 12, 2021
- New Version AnnouncementApr 11, 2021
- Version 0.6.5Jun 18, 2020
- Version 0.6.4 -- Introducing Party RulesMay 17, 2020
- Version 0.6.3May 08, 2020
- Version 0_6_1May 01, 2020
Comments
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Man, I hope you will continue updating this because it looks like a game that ticks most of (if not all) the things I am looking in a game. Unfortunately I didn't already had the chance to play it, but (maybe I'm wrong) the resistance/damage system seems very deadly and i don't think the "pulp resistance" optional rule is as good as the main one, I feel like characters have too few points to do things in this way. I tried to do some hacking but I just felt like I was ruining something of your amazing work in ways that were clumsy or simply not good enough. Besides that, there is an error in the text when you talk about party upgrades, because the level it says that you should take them are different from the ones on the table the page before. I'm really looking forward to multiclass rules and ways to obtain new edges!
P.S: I'm sorry for my bad english, it's not my main language
Thank you very much for your feedback, Jotsu02!
I haven’t had a lot of time to work on the game (or playtest it) but I’m still making updates. Your comment helped inspire me to do even more! I am planning to do some major work and commit the latest additions and changes into a new version (0.8) which will be pretty close to the final shape of the core rules. I’m hoping to have it done before the beginning of summer.
I’m also aware of the significant errors and inconsistencies (like the one you mentioned) and I am working on polishing those too.
Greetings! I am a fan of D&D and BitD, so I find your blending of the two very interesting. I have reviewed the 0.71 documents and I could not determine how much Heart a character has. Can you please clarify? Thank you!
Hello, and thank you for showing interest in Heart & Glory. To determine the character’s starting amount of Heart, you need to make an initial Recovery Roll as stated on p.24. Meaning, roll a number of dice based on the number of PCs in the session, and add the two highest dice.
Thank you for pointing out that this is not clear character creation. I have also noticed a lot of other inconsistencies and I am working on cleaning up the documents as well as updating the mechanics to be more balanced. Cheers!