Huge Update!


Major Updates

This is a big update months in the making and I'm really excited to get it out to the masses. Let me know what you think. I love receiving feedback from the community.

Core Rules

The core rules were updated to include a new resource for both PCs and NPCs.

Hero Points

PCs now have 3 Hero points they can spend to turn a partial success into a full success. I was looking for ways to give players a way to break the game in their favor and took ideas I've seen in other games and made Hero points. It worked well and was fun in play testing, but they overlapped with armor points. The more I thought about it, Hero  points are just like armor points but apply to more than just combat. So, I dropped the concept of Armor points in favor of Hero points which can be used for any situation.

Villain Points

To counter Hero points and the loss of armor, I added Villain points which NPCs can spend to avoid consequences of a full success. This makes tough enemies even tougher and give the referee a mechanical tool to change the narrative, but only so much.

More Guidance

The game is super easy to play, however, I found myself wishing there was more guidance during play. I found myself having to make up too much stuff on the fly and that can be a challenge in some situations, so I decided to change that.

Partial Successes

I added a section about providing options for how to handle partial successes, which is where I personally struggle the most. The section provides a list of general options to consider and how they may apply. During my last play session I had that page open in my PDF reader and referred to it frequently. Hopefully you'll find it helpful.

Items

Simple systems like this generally make magic and enhanced items feel a little flat. There's ways to use them in this game and so I decided to list the different techniques for handling magic and enhanced items in my games. Hopefully you'll find this helpful.

Enemies

Creating enemies is super easy. Just pick a difficulty die and a number of hits they can take and go with it. Sometimes you want to have a little more interesting enemy that has abilities and some nuance to them. I added a section that explains how you can do that by using different die based on what they're doing and using Villain points to make them a little more challenging.

Oh, and a new bestiary!!!! 90 creatures to pick from along with a simple tool for generating a unique enemy.

Solo Tools

This system is super easy to play solo thanks to the opposed rolls. I decided to add an oracle that answers yes/no questions, selects the difficulty for things, and provides NPC reactions. I also added Descriptors, Actions, and Themes tables for sparking inspiration. Lastly, I added tables for randomly determining enemy combat actions based on how much health they have remaining. This really spices up combat and makes it more than just "roll until someone hits 0"

Files

The Quick RPG - v1.33.pdf 1.9 MB
3 days ago
The Quick RPG - Booklet - v1.33.pdf 1.6 MB
3 days ago
The Quick RPG - Trifold - v1.33.pdf 2.4 MB
3 days ago
The Quick RPG - Mysterious Dungeon - v1.33.pdf 1.8 MB
3 days ago
The Quick RPG - Bestiary - v0.05.pdf 1.3 MB
3 days ago
The Quick RPG - Character Sheet - v1.33.pdf 58 kB
3 days ago

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