Lead Adventure Forum
Miniatures Adventure => Fantasy Adventures => Topic started by: BaronVonJ on January 19, 2021, 05:47:53 PM
-
I had great fun hosting a 6 player game remotely for our new Fantasy rules trilogy coming soon. Enjoy some of the Old School lead.
More at the blog: http://baronvonj.blogspot.com/2021/01/fistful-of-lead-fantasy-playtest-ii.html
Video of the game here: https://youtu.be/B_aKGhSY7EQ
-
Looks good - do you want to tempt us with some of the rules / features / mechanisms?
-
I won't go through the whole game, because the video playthru is here
I wish you would actually as the odds of me watching a video are pretty close to nil
-
Looks good - do you want to tempt us with some of the rules / features / mechanisms?
Fred, are you familiar at all with the Fistful of Lead family of rules? It would be easier to explain if I know how much you already know.
-
Yep, know and like FFoL, we have mainly used it for Wild West, but a little for dark ages.
I suppose what I am interested in the new bits for Fantasy.
-
Good. Well not a whole lot is different from the Core rules. Some more detailed build rules. More Medieval weapons.
Hopefully you are familiar with Task rolls. That's what casting spells is. The difficulty and target number is based the level of the Spellcaster. Spells come from a menu based on the Path the Spellcaster has chosen. Casting spells causes requires rest. Works exactly like reloading in the Core rules.
Simple, doesn't introduce anything foreign or out of place to the rules. Veteran players will slide right in. Newbies will pick it up just as easy.
-
Having played in one of the test games it works well and fits with the general mechanics :)
I watched the video, it was great ;D
-
Good. Well not a whole lot is different from the Core rules. Some more detailed build rules. More Medieval weapons.
Hopefully you are familiar with Task rolls. That's what casting spells is. The difficulty and target number is based the level of the Spellcaster. Spells come from a menu based on the Path the Spellcaster has chosen. Casting spells causes requires rest. Works exactly like reloading in the Core rules.
Simple, doesn't introduce anything foreign or out of place to the rules. Veteran players will slide right in. Newbies will pick it up just as easy.
Thanks - sounds a good way of representing magic.
-
Will watch the video tonight. Really excited for the rules. I think you mentioned that the main rules come first, with magic as a supplement?
-
Book I: Might and Melee
Book III: Magic and Mages
Book III: Monsters and Mazes
-
I'm really looking forward to these books!
-
Will they drop at once or release over a few months?
How different are the non-magic rules from standard FoL? I can see from the videos that there are differing dice d8, d10, d12 for characters, and groups of minions/grunts?
-
They are essentially the same core principles as you will be familiar with if you've played ffol before, but with more of a focus on melee than previous rules. I have been lucky enough to be involved in playtesting so can confirm that you don't have to learn a whole new set of rules. The changes are there to make the close combat feel more prominent in game play. The magic side of things adds a whole new dimension to the game without dominating it. The card play system has been worked into it well too.
-
I can see from the videos that there are differing dice d8, d10, d12 for characters, and groups of minions/grunts?
These are all standard features of FFoL and work well to represent a Hero (with d12), grunts (often in groups) with d8, and the core of your gang on d10s.