SKALD: Against the Black Priory Update #8, $13,865 and Counting
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With a total of $13,865 pledged and 12 more days to go, Scape-IT's Kickstarter campaign for their old-school RPG SKALD: Against the Black Priory has reached another one of its stretch goals and as a result, the game will now have three acts worth of content at launch.
The game's latest Kickstarter update invites us to join the official Discord server and directs us towards this developer diary that tells us all about SKALD's design goals and role-playing pillars. Plenty of great info in there. An excerpt:
Ability Scores
At the moment I’m working with five ability scores:
Strength: Physical strength and brawn. Affects your ability to do melee damage and your skill in athletics (jumping, climbing, swimming etc.).
Agility: Speed, reflexes and finesse is determined by agility. Affects dodging, initiative, hit-chance and fine-motor skills like thievery.
Fortitude: Physical and mental toughness. Affects willpower, hit points and resistances.
Intellect: Mental faculties. Affects several skills as well as spell-casting. Might also affect how many skill-points you get and perhaps an XP-bonus.
Presence: A measure of your attention to your surroundings and your place within them. Affects your ability to interact with people and animals as well as your perception and attention to detail. Also affects leadership.
There is a tendency for “physical” abilities to become overly powerful (especially at lower levels) in RPGs due to combat being prevalent, with the mental abilities becoming dump-stats for many character builds.
As a result I chose to go with five abilities as opposed to the more typical six. I find that three physical and two “mental” abilities seem more balanced whilst still allowing for a range of expression. Furthermore it’s a easier to make each ability relevant to every class with fewer abilities.
Post character creation, ability scores advance very slowly.
Classes
I want SKALD: Against the Black Priory to feature basic classes that are recognizable enough to provide a foundation upon which to build the character you want.
Beyond that I want a lot of flexibility as the game progresses with few (if any) class-exclusive skills or feats. Classes should encourage certain builds, but I like the idea of not imposing too many limitations.
The six classes in “Against the Black Priory” are as follows:
Warrior: Soldiers, sell-swords and mercenaries. They excel at combat, dealing large amounts of damage (often to multiple targets).
Rogue: Thieves, assassins and swashbucklers. Rogues are stealthy and excel at using skills to perform tasks. In combat, rogues are more based on maneuvers than soldiers are: backstabbing, flanking, ham-stringing, disarming and all round fighting dirty.
Cleric: The holy men and women of the Empire draw upon their devotion to channel the divine power of their deity. From ascetic monks to armored battle-priests, clerics play different roles on the battlefield: Healers, support-casters or front line fighters.
Wizard: Chartered Imperial Wizards or rogue hedge-mages. Wizards harness the corrupting arcane energies of magic. A wizards magic is powerful and devastating (sometimes to friend and foe alike).
Skald: Part of an ancient, dying tradition, skalds are the wandering bards and storytellers that preserve the lore of the myriad cultures assimilated by the Empire. A life spent roaming the breath of the Empire and beyond, makes the skalds jacks of all trades. They excel at inspiring their allies in combat and bolster their party with both magic and a strong sword arm.
Captain: In “Against the Black Priory”, captains are the smugglers, pirates, merchants and officers of the Northern Isles. As expert sailors, leaders and skilled fighters, they make an invaluable addition to any group adventuring in the north!