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Advanced Tiny Dungeon €13,85
Durchschnittliche Bewertung:4.6 / 5
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Advanced Tiny Dungeon
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Advanced Tiny Dungeon
Verlag: Gallant Knight Games
von Michael [Verifizierter Käufer]
Hinzugefügt am: 03/24/2024 22:24:02

This is the perfect fit between rules lite and crunch for me and my players. Since running this game, I switched over my campaigns from DND 5e to this system and my players love it. The simplified combat really reduces combat times, while still providing plenty of player options from the advanced additions. After playing, my other players have also become Tiny D6 converts. I cannot recommend this system enough and wish more people gave it a try!

A truly fantastic system. I hope they release more material for it.



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Advanced Tiny Dungeon
Verlag: Gallant Knight Games
von Jonathan [Verifizierter Käufer]
Hinzugefügt am: 10/19/2023 22:15:50

This is a wonderful addition/modification to the base TinyD6 system and has items I have taken over to other of the Tinyd6 versions beyond Tiny Dungeons.

It's 4 stars because I feel like it could use more polish that it hasn't been given despite being a massive improvement on the base system for playing long form games.



Wertung:
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Advanced Tiny Dungeon
Verlag: Gallant Knight Games
von Sling S. [Verifizierter Käufer]
Hinzugefügt am: 06/30/2023 12:28:54

This is the ideal amount of added "crunch" and "flavor" for a TinyD6 rules-lite system! Graduating from Tiny Dungeons 2e to Adavanced Tiny Dungeons was exactly what my players craved for character growth and advancement options in longer campaigns, but still works for one-shots or short campaigns. The classes and AC that were added gave it that old-school vibe, and provided for more differentiated character abilities. Lots of optional rules are given that can be used to add nuance to the type of fantasy game you want to run (e.g., Sword and Sorcery). My players favorite optional rules were the various weapon and magic weapon traits that made certain weapons more unique and desirable.

If you enjoy Tiny Dungeons 2e (or any other rules-lite system), I cannot recommend Advanced Tiny Dungeons enough. My players and I have had a blast with it, and we've even re-played some previous 2e adventures just because it's so dang fun! It offers a brief section on converting from 2e to Advanced.

SIDE NOTE: We used Yochai Gal's "Cairn" d100 spellbooks list for the Spell-Reader trait. It made for some gonzo magic hilariousness.



Wertung:
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Advanced Tiny Dungeon
Verlag: Gallant Knight Games
von Joe F. [Verifizierter Käufer]
Hinzugefügt am: 04/04/2023 19:15:36

I just showed my group the character creation and how to roll, and they unanimously dropped D&D 5e in favor of using this... so, I think I made a pretty good purchase! I'm as obsessed as they are. But let's talk positives and negatives, so you know what you're getting into! I rate it 5 stars because of how dazzling its strengths are, but there is a gap or two worth noting (that I'd otherwise deduct points for).

TL;DR: It is very direct, has great range, is fast and fun to play/run. Will need other sources to patch up spots that aren't explored enough. (Micronomicon, GM guide of your choosing, etc.)

Pro's: -Dice rolling here has reached perfection. In practice, it's fast, easy, unobtrusive during gameplay, and even has a tactile component to feeling your character's strength and weakness--when you have Advantage, roll 3d6, and disadvantage, 1d6. Again, it's fast, and you feel it. -Character building? Fantastic. There is almost nothing in the way between you and playing the character concept you want to play. It's all balanced around picking each trait you want to use, which is the main measure of power. Traits and Runes are fun. -Nothing in the way: this taught me that stats hold back RPGs more than they offer! -Easy running. I just talk and call for rolls. I look at my players and know what they are capable of intuitively. The enemies I use fit in one line of text (HP, AC, trait list). -Convenience. My players would often forget about abilities they had (they're narrative-focused). The formatting fluff's been cut, you just have a list of exactly the abilities you have and what you can do with them. No numbers to keep track of, either, minus a few +1 damage things! -Flexibility. Want to do something there isn't a trait for? Well, write one--so long as it's settled with the same rolls, you're in the clear. -Take from other systems as freely as you want. Converting things into this is easier and more intuitive than anything else I've engaged with.

Con's: -The copyediting could do with some work--I've come to notice typos as I've familiarized myself with the book.

  • On its own, it is void of guidance on rewarding the party for adventuring.
  • There isn't a gauge on appropriate encounter building.
  • Also on its own, the magic traits are pretty vague and lack any set gauge as well.

Almost all of these cons are resolved by getting something like the Micronomicon to fill in any gaps on player options or information about trait usage. The lack of guidance on running adventures or using equipment is also patched up quite quickly by any other RPG books you have or use. I'm using the 5e item tables and Monster Manual next week, as I have been. In other words... there's no issues that you can't work around and live with.



Wertung:
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Advanced Tiny Dungeon
Verlag: Gallant Knight Games
von Regényi M. [Verifizierter Käufer]
Hinzugefügt am: 11/08/2022 01:53:05

Okay, here is the thing: It improves upon Tiny Dungeon, but at the same time it is a hot mess. Positives: -It has variable difficulty for tests, which you can easily implement in Tiny Dungeon too. -The layout and artwork is surprisingly good -There is lots of races or "heritages" to choose from (24!) -It delivers what it promises- it is twice as complex as Tiny Dungeon, with variable damage and armor rules, too. -it has better fleshed out advancement rules, so you can play a campaign with a sense of real advancement

Cons: -some of the traits are not thought through (for example, the Berserker Trait lets you roll with one less die in combat to get +1 damage for each success.... which makes no sense really, because light weapons do 1 damage for each success, and heavy weapons do 2 damage for each success. So the only circumstance this trait could be beneficial, if you roll with 2d6 and get two successes, and you get +1 damage. Nope, not good at all) -I am not fan of the AC system. A damage reduction variant would be much better. (Right now armor makes you harder to hit, and does not prevent damage... So, by wearing armor you become a ninja. Yes, it is the same in D&D but I simply hate this) -The monsters are not fleshed out enough. Their trait list often points to other pages. (i.e.: Berserker: As per the fighter Trait). Come on! Most traits are only one sentence! Why do I have to flip the pages looking for this trait? Just copy paste it. Also, some monster are missing obvious traits (i.e.: the Troll have a reach of 15 feet, but Giants doesnt have any?) -In combat you can do "special effect actions", some of which are odd. Okay, you can stun, stagger, knock down... and then there is root and weaken. Well, how do you do that as a fighter? Mechanically they are OK, but description-wise I dont know.

To summarise: It is not a bad system. Basically, it is now almost the same complexity as D&D 5th edition. I just hope that gallant Knight Games clear up or rewrite some of the traits to make them balanced. There are lots of good ideas in this book, and if this was my first RPG i would have been content. But right now I just feel it need to be a little more perfected.



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Advanced Tiny Dungeon
Verlag: Gallant Knight Games
von Robert L. [Verifizierter Käufer]
Hinzugefügt am: 05/16/2022 06:02:07

Overall: This is a great alteration of the core Tiny Dungeon system. It fleshes out a lot of aspects while still keeping the core system easy to learn and use. Ultimately I feel this is an improvement over the original system and hope the Gallant Knight Games does similiar 'Advanced' series for their other products that are based on TD2e. I also hope they come out with a Hardcover 8x11 size book (not a fan of the smaller size that TD2e came in), the formatting of the PDF suggests this won't be an option however.

Here is a quick pro/con list

pro: formatting is more aestetically pleasing

pro: Artwork is a lot better (than TD2e)

pro: Conversion rules are given which is a plus

pro: Special effects actions are nice

pro: leveling system expanded

con: the bookmarks for the pdf are disorganized

con: PCs start with a mastered weapon (same in TD2e but I don't agree with it - I house rule no mastered weapons at start)

con: post level 8 xp expenditure options feel lacking

neither: Attack test allows for more damage to be dealt on either side - likewise Armor Class has been implemented to lower incoming damage possibly negating it entirely

neither: Initiative is done a little differently - hard to say if better or worse

neither: Classes have been devised and traits have been organized within classes restricting their usage (can be seen as good or bad)



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