Knave 2e is an exploration-driven fantasy RPG and worldbuilding toolkit, inspired by the best elements of the Old-School DnD movement.
This edition expands on the intuitive core of the original game, featuring elegant, modular subsystems for hexcrawling, dungeon delving, potion making and downtime activities, all in a 80-page digest-sized hardcover lavishly illustrated by Peter Mullen.
- A world-class GM's toolkit. Roll and combine results from over 75 d100 tables to rapidly generate dungeons, overworld regions, cities, monsters, items, spells, NPCs and factions, or just scan the pages for inspiration. These are especially useful for people who enjoy playing RPGs solo.
- Intuitive, unified d20 mechanics that allow new players to make characters and start playing in minutes. Ability scores, armor, and difficulty ratings are placed on a 0-10 scale, yet remain compatible with the adventures and monsters from the last 50 years of fantasy roleplaying. The rules can also effortlessly switch between player-facing and GM-facing rolls.
- A slot-based inventory system that makes tracking what you carry both easy and mechanically meaningful. If you take enough damage, wounds can begin filling items slots, forcing you to drop gear, treasure, or weapons.
- Classless character generation that lets PCs draw from multiple archetypes at once. Any PCs can cast spells, call down miracles and use any weapon or armor. Their effectiveness is only restricted by what abilities they choose to improve and how they fill their limited item slots.
- A d6 Hazard Die system that condenses tracking encounters, clues, weather changes, fatigue, torch burn, and resource depletion into the roll of a single die.
- A utility-focused magic system that empowers PCs to alter the world in creative ways with 100 level-less spells. Also, a huge spell generator for groups who want chaotic, randomized magic.
- A relationship-driven divine magic system in which PCs make bargains with patrons for their blessings. What will you offer in exchange for divine intervention? Generate new deities including their domains and symbols.
- A monster-hunting alchemy system where PCs can hunt down magical creatures for their special abilities and then refine them into potions.
- Downtime activities where PCs carouse, gamble, recruit hirelings, and build bases.
- A tactical warfare system that resolves mass battles in minutes.
- Straightforward GM and player principles for getting started running an old-school style game.
- Designer commentary that explains the reasoning behind the rules to aid in hacking the game.
- Sewn binding, ensuring that the book lies flat and book lasts for generations.
- Easy-to-use "control panel" layout. Page flipping is reduced by keeping most topics confined to single pages or spreads.
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Knave 2e
The rules are simple and get you playing quickly. The tables are fantastic for generating unique, creative PC's, NPC's, encounters, factions, cities, etc. that feel alive and dynamic! I use this to play solo and also use it to generate fun, quirky adventures for my 9 year old boys. This and Maze Rats have been the best introduction for them to the world of TTRPGs. The tables create ideas that I would never even think to come up with. This book is worth every penny!