FNRPG Playtest #2

(originally posted 2/17/24 on Facebook)

My Friday playtest group finished their second day of gameplay yesterday. Using a dice rolling app sped things up and made life easier for all involved. Some observations:

  1. Bionids can take 2 actions per turn (player character species are the bionid creature type). FNRPG doesn't put a limit on what those actions are, so a spellcaster could cast two spells on their turn if they wanted to...and the party's wizard did!

  2. Initiative is fluid. Every action has a recharge time, which determines when your next turn is. Characters using fast actions take more turns. I'm still working on balancing this out.

  3. 3) The initial combat was crunchy. The combatants were pretty even overall. The players are still getting used to the game system and exploring what their characters are capable of.

Next week I'm going to introduce Special Combat Options and status effects to the game. It should be interesting!

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FNRPG Playtest #3

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FNRPG Playtest #1