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Here's the first draft of Knave 2nd Edition! It'll get heavily revised later on, and there's still a lot of sections left to write (Magic, Monsters, Downtime, all the random generators...) but it's pretty functional as it is right now. Let me know what you think on the Questing Beast Discord.

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Anonymous

Am I missing something? Where does it say how a PC could die?

Anonymous

Pg 6 under Injuries "Death: If all of a PC’s slots are filled with injuries, they die."

Anonymous

Is there a specific reason for the change from 10+ the lowest of 3d6 to 10+1 in 3 categories?

Anonymous

It's not 10+x anymore, but a simple modifier of +1. My guess is that this slows down specialization. In the original knave, you could have an attribute of 20 (+10) on level 3 if you rolled high enough at character creation and dumped all your attribute advances into that stat. Since Knave uses target numbers anyway, the "defense" system added further complexity that wasn't necessary, imho. Also attribute value equaling bonus to die roll makes it super transparent how playing the game works. Other systems like ICRPG use this as well.

Anonymous

I love what I'm seeing so far. One thing I noticed is that the game got a little bit harder, since the TN is 16 now and you'll have a +1 at most at character creation, so the stated 25% chance of success at that point that was mentioned in knave 1e's designer commentary, now really is a thing. Looking forward to see some designer commentary on the new version as well. I guess the new character creation and advancement system are intended so that you won't reach +10 in an ability before level 10? Not counting possible +x tools or potions. And the new Bonus and Penalty system should incentivize players to add up those bonuses to get to the target number? Meaning even more tactical thinking required than before?

Anonymous

It is worth noting that level 1 characters in Knave 2.0 look way hardier then in 1.0. Their HP is effectively 1d6+10+end at level 1 so while they will fail more often there is less scenarios where it is save or die.

Anonymous

I'm in the middle of writing a Knave hack for the next Zinequest, so this came at a great time.

Anonymous

I really enjoy the item slot/injury mechanic and that Knave is still classless. Will there be a section on converting old D&D modules in the designer commentary?

dudecrude

This is so cool, cannot wait to see it fleshed out further

Anonymous

This is exciting. I like to see the abilities consolidated into a bonus, and the removal of the initiative roll for combat. An option for 0 initiative (simultaneous blows) might also be cool and make combat deadlier. Would you consider including/ expanding on Peter Rudin-Burgess’ rules for solo play (Lonely Knave)?