Friday, October 19, 2012

Chibi Crawl 10/19/12

Alright, so cards are cleaner and easier to read, pretty sure some of the new monsters are in the mix. 
https://docs.google.com/open?id=0B_dGQQhS2y0vdDdyWXVGSlVJejg

Also, this file contains figure produced by other companies.  It's not too big, I think like 4 figures.  I'll be doing more if my free time allows for it and I can gather the needed art.
https://docs.google.com/open?id=0B_dGQQhS2y0vU3AyLVRkX0ZGaTQ


Tuesday, October 16, 2012

Chibi Craw 10/16/12

Minor update, did a few more stat cards for new releases.  I need to reconsider the Rogue class and break it down.  I am having too many instances of them being archers when they shouldn't all fill that roll.  Next update though.  I adjusted the defense rolls to succeed on a 5+ instead of a 4+ as it sped up combat a lot.  Also as an aside it made the game function with Heroquest or Heroscape dice if you so choose.

Chibi Crawl 0.2

Later,
Glenn

Thursday, October 11, 2012

Chibi Crawl Early Test Copy

Alright folks, this is a very early test copy of Chibi Crawl (Tentative Title) It is currently set up to be running with the new Dungeon Adventurers line from Impact! and dungeon tiles they produce. 

Chibi Crawl Beta

Monday, October 8, 2012

Co-Op Dungeon Crawl Update 3 (Chibi)

Alright, so I've been chewing through my dungeon crawl rules as quickly as I can.  I worked out a small collection of cards to get tested through and some rough mechanics.  There are a lot of questions at this point.  I need to work out boss spawning, treasure deck density, and monster density.  But, I am making some decent strides.  As always, I appreciate any feedback you can provide, if you'd like to help out by making cards, or trying to help work out the balance issues and such, please let me know.

Rules

Heroes

Monsters

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Thoughts?

Saturday, October 6, 2012

Solo and Co-Op Dungeon Crawl Rules A2

So I've been spending a bit more time with my Dungeon Crawl rules (which need a proper name, suggestions?)  And I have made some alterations.  I am ditching the d10 and going to a d6 as the extra granularity didn't really do anything.  All successes are measured on a 4+, there may be certain special abilities or items that alter this rule, reducing the number needed.  I have expanded the stats slightly, and renamed them, so you'll see Level, Movement, Strength, Dexterity, Will, Armor, and Health.  This lets me give everyone a Dexterity and Will value for purposes of letting certain effects have dex checks and the like.  So to determine if a figure will have Ranged attacks or Magic attacks you'll have to look for the special abilities that state that.  I am working hard to ensure that most special attacks have very concise wording.  I am also trying to come up with a rough idea of how many treasures you can have in your deck.  Meaning that some monsters will have no treasure.  One option is that when you kill a monster you have to roll to find it's treasure, another is that some will simply state no treasure. I am leaning towards rolling to see if you get the treasure as it means it will be easier to balance the Encounter Deck.

Here is the same monster card in both Chibi form and normal fantasy (Pathfinder)

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I'm gonna keep rolling a bit, I am fairly happy with the stat cards as they are right now.