3/21/2025 - Everything is Better Now


Damage and Attacks Rework

A running problem with the design of Crowns 2e has been trying to get rid of the Null Result on an attack roll (i.e. every time you attack something should happen, good or bad).

So, let’s drop some overhead and confusion.

  • Stunts now last until they are used or until the combat ends so the GM doesn’t need to just keep having timers running on all these different monsters and players stunts.
  • “Marked” was also renamed to “Harry” because some of my players had difficulty envisioning how exactly a monster could be “marked”
  • Most weapons now have Harry as their stunt, allowing for a wider range of stunt to be used in combat
  • Missing in combat deals your weapon’s stunt, dealing 0 damage on an attack that hit no longer provides any benefit BECAUSE it means that the enemy had to use some resource to get you that way (parry, dodge, etc) so it is inherently not a null result (armor being the exception but I think that’s a fun thing not an annoying thing)
  • Because dealing 0 damage does anything, there’s a free slot on the damage table so now all hit levels have thematic names

Conditions and Inventory Rework

Every Seeker can now carry up to 15 items, but if you carry more items than your VIT you are encumbered. Being encumbered does not mean you cannot win initiative, it just means you can’t dodge in combat.

You suffer the critical condition effect if you gain a condition with no remaining slots in your inventory, you CANNOT drop items that are not readied in combat, so having a full back makes you more susceptible to a conditions now.

Armor Rework

Armor CAN NO LONGER BE STACKED. Instead, it’s like classic D&D, one wearable type of armor at a time.

  • Padded protects against d6 and below
  • Chain protects against d8 and above
  • Plate protects against everything

If a fighter misses an attack and they have a shield they can opt to perform the Stance stunt instead of their other weapon stunt, this makes shield’s more useful.

Spell Rework

Spells now work more similar to Crowns 1e spells. To cast a spell, the caster chooses how many power dice they want to use for this casting (up to four). They then roll that many d20s and add them together for the spell’s power.

For every power die that rolls over the caster’s LOR, a charge is depleted from the grimoire. For every depletion after the grimoire has been fully depleted, the caster suffers X unblockable damage. X is the number of over-depletions squared (1 = 1, 2 = 4, 3 = 9, 4 = 16).

There’s also new awesome art for the spells and four new one’s check them out!

Don’t forget to check out my blog for new RPG content twice a week!

Thank you so much for reading!

until next time…

Good Luck on your Adventures!

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