Short Review: Nightblade by Scott Malthouse
Nightblade's cover |
Condensed character information: Each
character has three attributes: Force, Skill and Mind, which affect rolls and
defense. You will be able to choose from three Kin (equivalent to races)
and three classes, each offering six Knacks (special abilities) making
your character useful in unique ways. For instance, while weapon attacks target
Force, the Runeweaver’s Rune of Control targets Mind instead, which for a
Goblin is only 9! The condensed design seems
like it could facilitate learning the game while leaving enough room for creative play.
Static target numbers for checks: Roll
a D20 and add the relevant attribute score. If the roll matches or exceeds 12,
it succeeds. Because players know the odds, I think this mechanic can enhance
the feeling of player agency.
Combat momentum: Every
combat round provided a +1 bonus to attack rolls to every creature. I find this
idea very interesting to give extra flavor and tension to fights.
Death mechanic: When
reaching 0 HP, you roll to either: come back at 1 HP or die. I think that this
is far more interesting than being unconscious waiting for something to happen.
Plus, if it comes to it, it’s so easy to roll a character that by next combat
round Bob Bobberson II may be ready to join the fray.
Suggested house rule: There
is a meta-currency in the game called Favor, which allows a character to
use an additional action. Each player gets three per session, which I think is
cool. Although it is not specified, I would rule that each group of monsters
also gets three Favors to be used amongst the group.
If you plan to read Nightblade, I recommend starting
at the Rules section on page 3 to give some of the terminology context
before diving into the character creation.
Overall, Nightblade is a neat microsystem with unique
ideas that encourages fast play. If you play
or have played Nightblade, let me know how it went!
Comments
Post a Comment