Frequently Asked Questions
Absolutely. We accept backers from every country of the world.
That said, for shipping most physical rewards outside the USA we will, regrettably, need to charge a flat $20 fee for shipping.Last updated:
If you're in the USA, shipping is free, included in you the price of the reward tier of your choice.
For shipping most physical rewards outside the USA we will, regrettably, need to charge a flat $20 fee for shipping.
For larger physical rewards (multiple copies of books) the shipping will increase slightly to account for the added weight.Last updated:
Yes. At the $150 level you can purchase five copies of the hardcover book for retail stock.
To take this option multiple times, use the Add-On Rewards. You can do this by modifying your pledge by the required amount. After the project is funded, you will be asked what additional products you have contributed extra money to get.Last updated:
No, don't worry. Deer shed their antler seasonally. All the materials that to be used are salvaged.Last updated:
The stretch goals for our project will be revealed as we progress. Each will be detailed when funding reaches half the amount that would unlock them. e.g. When we reach $2,000 the $4,000 stretch goal, The Arbiter's Scroll, will be revealed.Last updated:
One innovative step we've taken is that damage isn't rolled! There is no damage -- at least not in the conventional sense. Wounds are either a...
Minor Wound (more of a stats ailment a counter gets placed on your character sheet but does nothing unless you receive a second minor wound, then it becomes a wound)
Wound (you can think of it as taking one "damage" or losing one "health". Most times, being hit with a meaningful blow will wound you. How many arrows could I take before going down? That's wounds).
Mortal wound (2 or 3 "damage" a "crit")
The average man has 3 Vitality or "health" This scales directly with his Fortitude and Will modifiers, analogous to D&D's Constitution.
10 Vitality is huge. That's a warrior being stabbed, slashed, stuck with several arrows, breaking his leg and still fending off his attackers.
People heal very slowly. (about 1-5 vitality per month, assuming care). There is no "magic" per say in the world, but there is a supernatural gift, known as the Blood, which can aid healing.
Avoidance works like this... There are two fixed stats:
Dodge (for ranged attacks, falling rocks, or Blooded attacks etc.)
Parry (a similar formula to dodge, but it takes in to account weapon skill, unlike a game like D&D, a master swordsman is actually realistically better at deflecting blows than a novice in similar armor)
Shields add a flat (and large) bonus to both.
Armor. Armor doesn't stop you getting hit. If armor's coming in to play, it means you have been hit. Armor lessens the blow. Mortal Wounds become simply Wounds, and Wounds become Minor wounds, and minor wounds are completely mitigated.
Armor has a range such as (2). Any hit above your dodge or parry that's in this range, will be taken by the armor. If you would dodge with a 12, but they roll a 13, your amor takes it (13-14).
Attacking is the logical inverse of all this.
Being skilled with a weapon increases your chance to hit
Having a good Strength or Dexterity also helps with to hit. Additionally, instead of adding damage as per say Pathfinder, Str and Dex increase your critical range. Having a Str mod of 5 means you crit not only on 20's, but also on 19's, 18's, 17's, 16's, and 15's
An example of this is relationship is thus. A noble's daughter is trained with a sword. She has is twelve, but has been training since her 7th birthday. Her sword skill is high. She has a good chance to hit. (this will mean she is dolling out wounds, it is a sword after all) However since she has a low strength score, her chance of inflicting a Mortal Wound (crit) might be lower. She isn't going to be hacking off arms or sundering necks.
To hit and to crit are therefore meaningfully related. Critting on everything above a 10 doesn't matter if your blows aren't landing. Think a dumb brute with a club, the opposite of our fencer girl above.
There are obviously more nuanced rules than that, but it should give you the general idea. Even a skilled fighter is going to have a bad time against a gang of thugs.Last updated:
You say the world is "low fantasy" but then go on to talk about this supernatural "Blood" thing, what gives?
The Blood is not seen as "supernatural" force. Its analogous to any other trait one can be born with, say being incredibly beautiful or extremely inherently big and strong.
That is one reason why we've shied away from using buzz words like "magic" and "spells". There are no runes, rituals, books, or incantations. Think of the Blood as the Force from Starwars if it were Necromantic in scope.
While the gift of the blood is rare, its impact on society is omnipresent. Imagine that, to use another metaphor, Doctors and Scientists, in our world, are the Blooded. We don't need to have their level of training or schooling to benefit from the services, goods, and societal advancement they provide.
To use an example from the game, something as mundane as child birth is profoundly impacted by the blood. Imagine a midieval world not constrained by infant mortality, disease or infection -- at least for the rich.Last updated:
Blood, as it would seem from our testing, actually appears relatively balanced -- more so than D&D's classic exponential scaling where spell casters are useless at early levels and then over powered demigods at high levels. Its simple different as opposed to better or worse than other avenues of character advancement. When a character learns a new Blooded ability, he is doing so in lieu of getting say, stronger, faster, or better with a sword. It's also not analogous to a DnD class. One blooded may spend all their time and resources learning how to heal, while another may might seek to become more of a "necromancer" or even an offensive caster, etc, etc. But at the end of the day, an arrow to the neck still arrow to the neck.Last updated:
As with D&D your character is defined by base stats that directly influence the rolls of a d20. Think of skills as a middle ground between 3.5's mess of modifiers and 5e's dumbed down proficiency. Skill modifiers aren't static, they're rolled. If you're character is unskilled in a task, he rolls, and adds his stat. We certainly drew inspiration from the d20 paradigm, but have since taken things (quite far) in our own direction.
If he is a novice, he rolls, 1d20+1d4+stat, this increases to +1d6, +1d8, +1d10, with +1d12 being the skill of a master. Unlike the blanket proficiency of D&D 5e, In Blood and Bone's system a character can be a novice (+1d4) in say, sword fighting, while being a master (+1d12) at blacksmithing. The points a character earns upon leveling can go towards learning new skills, or increasing the dice steps of skills he or she possesses, among other things.Last updated:
Absolutely. The rules are informed by the setting, of course. e.g. the Blood has mechanical rules and obviously also a profound impact on the setting, but the book will effectively be deliberately in two parts, the hard mechanical rules and the setting.
We want to encourage players to use our rules for gritty story telling in any world (though ours is ideal!). And conversely, to explore our world with any system they desire.Last updated:
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