What are the differences between Tiny Dungeon & Tiny Dungeon 2e?
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One of the most common questions we've gotten is what are the differences between Tiny Dungeon and Tiny Dungeon 2e.
Well! We're going to answer that question now! Obviously there's a wide spread, so this is going to be a large update. We're also not going to preview mechanics in full, but we'll do those over several updates throughout the Kickstarter.
One of the big adjustments we made was in clarity of communication. The previous edition had some textual inconsistencies.By putting the game through repeated edits, rephrasing of troublesome rules text, and professional layout, the game will communicate easier with readers.
We've also included a swath of optional rules designed to allow you to "dial" in on the experience you want Tiny Dungeon 2e to be. These optional rules are designated as such and called out throughout the book. They make the game less minimalist, but they're options that were frequently requested by the community or we felt helped to improve various aspects of the game.
Some of the optional rules in the game are:
- Two variant systems for experience, character progression and advancement.
- A system for Combat Zones (we'll talk more about this below).
- Prestige Traits - Traits that require other traits as requisites before you can take them and are very powerful.
- Item Depletion - A minimalist system for managing wear and tear on items in a minimalist fashion.
- Item Tracking - A minimalist (and easy to use) system for managing tracking of your items and where they are on your person.
All of the above are minimalist in their take. They slot in very nicely with Tiny Dungeon 2e, but they're also options that aren't necessarily required (and the game doesn't always rely on them).
So, Combat Zones. In the original Tiny Dungeon 2e, Heavy Weapons have a 10 foot reach. It was a mechanical aspect that felt out of place (other than guiding theatre of the mind play) as the game doesn't push using a grid or miniatures. Hard numbers for distance only come up briefly (around movement distance and heavy weapons).
In Tiny Dungeon 2e, we introduce the idea of Combat Zones. Combat Zones represent the distance between combatants in a minimalist, focused way that allows for theatre of the mind play (no grid map required) but makes the game more accessible for those who like visualization. Zones are an abstraction meant to make narrative play a bit easier.
There are 3 Combat Zones. The three zones are: Close, Near and Far. Each Zone has rules that tell you which Weapons can be used there. To start, you place the enemies in the Close Zone. All combat revolves around the players perspective to the enemies.
- In the Close Zone, you can use Light Melee and Heavy Melee Weapons. This zone is for distances within 5 feet.
- In the Near Zone, you can Heavy Melee Weapons and Ranged Weapons. This Zone is for distances between 5 feet and 10 feet.
- In the Far Zone, you can use Ranged Weapons.
- Spells or Magical Attacks are usable in any zone.
- A move action will move you between Zones.
- Enemies can use any attack from their Close Zone (even Ranged). This keeps it easy and simple for the GM, while keeping the perspective as one from the Adventurers.
The goal of the Zones is to keep a fast, simple, abstraction of distance in combat so it's easier to tell the store, but the rule is totally optional. If you don't want to use the Combat Zones, they strip right out of the game.
In Tiny Dungeon 2e, we also introduce new traits to the core of the game. Some of these new traits are:
- Armor Master
- Drunken Master
- Martial Artist
The goal of the new traits is to open new character archetypes into play (such as martial artists, barbarians, and artisans).
We've also added a Random Adventure / Plot Generation series of charts to aid the GM (written by the talented Greg Israel).
There are also three new Heritages (Races in the old game), and we've tweaked and modified the older ones! The new Heritages are:
- Karhu (Bear People)
We've also tweaked some of the older races to make them feel a little more balanced. We'll go into details around that in a later update.
In the original edition of Tiny Dungeon, the page count came out to around 18 pages. With the expansions and changes we've made, we're looking at 40 pages (of which 15 are optional rules).
Obviously with layout, the amount of art we're putting in, and the bestiary, mount rules, and ship rules, the rules section will grow a bit more. However, the core player rules are still only 20 pages, and are unlikely to grow more than that!
The goal is to provide options. At it's core, Tiny Dungeon 2e is just a refinement of the stylish, minimalist take on fantasy dungeon crawls that Tiny Dungeon was. We've just added some extra accouterments you can use to adjust the "volume" if you want!