Friday, May 11, 2018

Through the Woods We Go - Part II

[Daring Deeds & Dubious Decisions main page]

The battle rages on:











I missed out a few rolls (forgot about the Lass' shield at first, f. ex.) and at first I forgot that Skarloc also took damage (2 points) no less from the critical failure vs the Ogre and didn't just lose his weapon (which is bad enough). But I went back and fixed it.

I'm not sure I like Bluey and Skarloc's chances to make it all the way across the board at this point, to be honest.

Tuesday, May 8, 2018

Through the Woods We Go - Part I

[Daring Deeds & Dubious Decisions main page]

I got my first game of Sellswords & Spellsingers under way at lunch today...









... and that's how far I got today.

In terms of rules, here's what the action sequence looks like:

Pick a character. Choose to attempt one, two, or three actions. For each action, roll a d20. On an 8+  (there are potentially a few modifiers) that character can attempt an action (decided in the moment, not pre-declared). On 7 or less, the character does not get to take an action - instead draw a card from the "Event Deck."*

The Event Deck is what determines enemy actions (enemies activate by proximity, ambushes occur, traps are sprung, the weather changes etc). In other words, the enemies only act in response to player character failures (low rolls).

On attempting an action, another d20 is rolled modified by appropriate traits. Monsters have a target number reflecting their difficulty. When fighting you have to roll higher than that number to hit them, while if you roll too low they hit you.

So far the game is pretty smooth. It also seems to have great potential for playing socially (co-op).

I'm hoping to get another bit of time with the game tomorrow, but after that I'll be out for some days.

*In my case, I made a random table for the event deck since I couldn't be bothered to cut out actual cards.




Monday, May 7, 2018

Time for some Daring Deeds & Dubious Decisions


Something is afoot...




Using the Sellswords & Spellslingers pdf I just bought from Ganesha Games, I statted up a beginning single player group using the standard 60 points.

  • Thistle - Spellcaster (20), Weak (-8), Leader (5) - 17 points total.
    • She can cast one spell (and learn more). Being weak means she'll suck at strength and isn't particularly good at melee, while the leader trait gives +1 to activate her various minions nearby.
  • The Lass - Fighter: Sword 2 (10), Shield 2 (8), Safe Retreat (2) - 20 points total.
    • She fights with a sword, can defend herself with the shield, and can safely withdraw from combat.
  • Skarloc (& the Hound) - Archery 2 (12), Fighter: Two-Handed Sword 2 (10), Strong 1 (4), Dependent (-7) - 19 points total.
    • He fights with a two-handed sword and a strongbow, both of which do two damage instead of one.
    • The Hound is actually a dependent. Each scenario there's a 50% chance that the dog will show up somewhere and get in trouble, to Skarloc's distress. I don't think it'll be useful in combat.
  • Reddy - Archery 1 (6), Heavy Drinker (-3) - 3 points total.
    • Slightly better than average archer with a chance of showing up drunk, and thus behaving erratically.
    • What do you expect from a goblin?
  • Bluey - Archery 1 (6), Greedy (-5) - 1 point total.
    • Another mediocre archer, this one with a penchant for running after money whatever may happen.
    • What could possibly go wrong?






Saturday, May 5, 2018

What have we here? Sellswords & Spellslingers

Since my 40K opponent is absent for a while and my army is not quite in the fully painted state to take it to my FLGS, I've been looking for other ways to scratch my minis itch.

Recently I purchased Sellswords & Spellslingers from Ganesha games (for US$8.00) and it looks pretty promising.


It's set up for co-operative or solo play. It's card and dice based with a fairly old-school vibe. I think I'm going to give it a go. I pulled out some of my older fantasy minis and statted up a starting solo party. More to come...