Tracking work in progress on the fan-made tabletop roleplaying game, Itharia Unbound.
This game is based upon the 2-player, tactical card game published by Plaid Hat Games. It mainly uses the framework established in the TTRPGs Into the Odd by Chris McDowell and Cairn by Yochai Gal.
Version History
Version 202506
Version 202411
Version 202410
Playtest Notes
11/26/24
Ran through 1st-half of starter adventure with party of 4: Edwin (Citadel Knight); Skypia (Aerie Steward); Jeremiah (Stag Rider), and; Flingburn (Gust Strider).\
- Need to clarify that the Multiple Attack rule applies only to enemies. [Updated in version 202411]
- Clarify that if characters don't have a ranged weapon, they don't get a ranged attack (despite having an RAV). Allow characters to choose 1 weapon from gear table at creation if they don't get one by virtue of their role during that process. [Updated in version 202411]
- Consider a bit more the guide's role in the adventure and what she's doing during each encounter. We've got plenty of guidance from her - just not enough clarity around how she's interacting in turn-taking moments.
11/12/24
Mostly focused on character creation. Did a major reconsideration of what to present for character creation in these early version. Went ahead and converted every card ability to IU Abilities and Magic Words! Also got every playable Faction set up in a table with their specifics. So, as of version 0.2, players can play almost every common in the card game.\
- Add hyperlinks to Faction table in character creation rules (and a hyperlink back to character creation maybe? [Updated in version 202411]
- Move Habits section in character creation to be a part of Disposition conversion. [Updated in version 202411]
- Add hyperlinks to Disposition/Habit table. [Updated in version 202411]
- Put default items in Inventory on blank character sheet. [Updated in version 202411]
- Move gold tracker into Inventory
While we didn't yet playtest the Flight ability, it does seem it first glance to give lower-level characters quite an advantage so plan to put some rigor into that.
11/4/24
- Update rules to define long rests (Trait recovery) vs. short rests (Stamina recovery). Consider having Traits restore 1 point per day for recovery. [Updated in version 0.2: defined both]
--The intent of the damage to Traits is to provide a bit of risk to continuous fighting and force players to have to retreat back to civilization every now and again. - Update rules to define penalties for ranged attacks at far range. [Updated in version 0.2: penalty is -1 Attack]
--Reconsider rules for Far Shot vs. Steady Shot in context of penalties at far range. [Updated in version 0.2: both Abilities to give different advantages at far range, Far Shot for high-impact openings and Steady Shot for more consistency over time at far range.] - Provide better examples of what are considered actions.
--Clarify non-actions. [Updated in version 0.2. May need further work.] - Reconsider rules for Combat Specialities. Intention was to work as weapon proficiency for ranged or melee but perhaps that would be better expressed by giving +1 to Attack instead of auto Damage?
--What about attacks taken without Combat Speciality? Should a Wind Archer (Bow, AV 4) get 4 dice for a melee attack? Perhaps CS is a -2 penalty to AV for non-CS attacks and AV cannot go less than 1? [Updated in version 0.2: Think I fixed this by remove the idea of combat specialities and instead simply having characters have both Melee and Ranged Attack values.]
--Provide further examples of attacks with and without CS at play. - Update rules for Burn to specify range of effect. [Updated in version 0.2]
- Update rules for Multiple Attackers. Somehow left that out of 0.1! [Updated in version 0.2: Use highest AV from attacker pool + 1 damage (to account for the extra attackers).]