Any questions you have about RUNE can go here!
Been reading through and beyond excited to start having a crack at it. Even more excited for my physical book!
Quick query! In the Rulebook on page 66 for physical play it encourages printing the character sheets and grid in the 'Resources' file. I cannot seem to find this file on my list of downloads, the only things available to me are the two variations of the rulebook and the Realm Atlas.
Any help would be appreciated, cheers.
Sat down with Rune for the first time today and wound up playing through 2.5 realms (Grim Coast, The Island pamphlet, Hollow). (Have played even more before edits.) Enjoyed the game but have yet to see any items that would tempt me away from my Sword/Shield/Amulet of Dawn/Fate's Foe combo. The loadout was extremely effective but also encouraged me to turtle where possible to regain Health via Amulet. Milking that as much as I did felt cheesy enough that I might consider a nerf there: maybe limited uses per fight? (If you clarified that a player must use dice results and apply Harm when possible, that would also make this strat less effective.) That said, I have a few questions about the intended function of some mechanical elements. Some of them pertain to specific realms, so I'll post those in the relevant thread.
jason78ka: For what it's worth, I assume 4 belongs to the row 2 attack of the mercenary. Otherwise, there'd be no reason for two icons on that row.
There are some balance changes incoming soon!
1. The intention is you get more runes from the Rune Lords, yes. You do not get access to the starting runes again.
2. The Block value is only applied once, against the total amount of Harm.
3. The always move towards the closest range. So if an enemy has 2-3 range, they will want to move towards 2.
Thanks for the clarifications, Spencer. We're talking past each other on #3, though. I'm with you as far as contiguous ranges are concerned. However, Drauzhal's Chosen's action on a result of 6 lists two separate, non-contiguous ranges: Same and 2. In a case like this, which should determine movement? The closer of the two (Same in this case) seems the more likely interpretation for the sake of simplicity/consistency.
Hey! It's more of the suggestion than a question but I didn't want to start a new topic. I've just bought the game off of The Lost Bay Studio and been thinking, maybe adding an entry for Rune on BoardGameGeek would be a good idea? I'm sure Rune would be appealing to folks outside the RPG communities & there are lots of solo gamers out there who would love your game. I know its technically not a boardgames but lots of games in kinda similar vein are there & thrive so maybe it's something to consider (there's also RPGGEEK but a game can easily be listed on both sites) Anyways, fantastic job and I can't wait to put my hands on a physical release!
Hmm that's a good question! I honestly think you could go either way, it depends on the complexity and difficulty you're going for. It's a little more book keeping to take note of clocks to return later, and it does keep the pressure up when you do eventually return. However, I understand if some folks want to take leaving a realm as a sort of reset.
I don't have any plans for them in the immediate future. It would involve thinking about how to co-op both exploration and combat. Combat would need a bigger grid probably, and adjustments to the order of resolving things. It's doable, but would require a lot of changes that I'm not planning on making anytime soon!
Certain realms have clocks which progress "after completing an action at any Point." Let's say I enter a Fight, but die. Does this mean I have "completed" the Fight action for the sake of that clock? Or is the Fight not considered completed?
(I think I know the answer, but I figured I would ask anyway.)
Hi! I just got the game and I am loving it. I just had two quick questions:
Thank you for the quick replies. I honestly never thought I needed to combine my love of Soulslike and Solo Tabletop, but here we are.
Also, and this is unrelated, but I appreciate how moddable you made it (e.g. how easy it is to make new Realms). And, while I understand this is more niche, I would love to see a level of community engagement similar to Mork Borg and it's third party library. You definitely deserve it!
How is the Sling starting item meant to be used?
A player taking it can only take another starting item that make them move 1 if they are lucky (or 2 on a 4 with the axe) and as nearly all enemies want to make their attack from the same square or adjacent after the first round the player is likely to always have people on top of them or adjacent meaning the range 2 to 3 sling basically becomes useless for most of the fight.
Just chiming in here, as I also think the sling could use some sort of tweaking. I picked it and the longsword as my starting build along with the striding boots. I played through the Grim Coast realm and I don't think I ever used the sling unless I literally had nothing else to do. There was just never a situation where using it would have been strategically better than using the longsword.
I got my ass handed to me so many times during that realm (I think the rune lord took me like 6-7 attempts). I first chalked it up to me being new to the game and not fully grasping the rules at that time, which was certainly true to an extent. But when I moved on to the next realm, this time using a longsword and shield, I found that I was doing WAY better in combat!
Perhaps that simply speaks to the necessity of having a shield, or at least some sort of weapon that provides Block, rather than the sling's weakness though.