Version 0.2f, the fart edition


Small update again, this one focuses on improving clarity of the rules for spells, feats, and experience. The word Nightfolk has almost, but not quite, lost all sense of meaning to me.
One problem I've been grappling with is Magic. There are so many interesting magic systems in other TTRPGS. I just found out that DCC allows you to sacrifice stats for more magic use, Five Torches Deep has another risk/reward mechanic, as well as an entire book on Alternate Magic. I like the idea of "Magic burn" (or maybe just like the name...) but the point is this rule set is interesting, but I feel currently the magic is a little awkward.

Files

nightfolk-zine-screen.pdf 16 MB
51 days ago

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