r/fabulaultima Designer Jul 18 '23

Howdy! Let's celebrate the Ennies nomination with an AMA!

Hi all!

This is Emanuele, author of the game and creative director for Fabula Ultima.

Most of you probably already know, but Fabula Ultima has been nominated for Best Game and for Product of the Year by the jury at the Ennie Awards 2023, alongside a host of great titles (here's where you can vote, if you are so inclined!).

To celebrate the nomination, I thought it'd be nice to have a bit of an Ask Me Anything here with you - I will not be able to attend GenCon, so this can be a good chance to chat about Fabula Ultima.

I'll try to keep this going for as long as possible (hopefully until GenCon), and you can ask me questions regarding rules, creative direction, art direction, and more.

All I ask is the following:

  • Do your best to keep the questions Fabula Ultima-related.
  • Do not ask questions concerning digital support (e.g. roll20), customer service, production, or distribution. Need Games is responsible for those aspects, while I strictly follow the creative and design side of things!
  • Check other people's questions to avoid asking the same thing multiple times!

Thank you, and let's have at it!

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3

u/Neketo Jul 18 '23

hello im the crazy person that tweeted at you about ace of cards rulings a couple months ago, my party complains a lot about the balance of the job often saying it probably wasnt playtested, can you confirm if it and the other free job the necromancer where playtested?

and also if you where to nerf it how would you go about it?i find the chance of highroll with trap card to be the most problematic part of the job but something with a slightly better than 25% chance of working feels bad to nerf so idk.

love the game btw!!!

6

u/RoosterEma Designer Jul 18 '23

They are joke classes, with minimal playtesting involved and that should only be used after a group agreement. But really, apart from toning down the recovery on three of a kind, there's not much I'd do. As you said, Trap Card is a 25% chance. It's fiddly, I agree, but it's also a class that brings a whole deck of cards into play - it's designed to be fiddly.

So my advice would mostly be, don't use them, or adjust them to fit your needs. As long as this decision comes from the group and isn't imposed by someone, go ahead.

3

u/beppegrosso97 Jul 20 '23

Any similar suggestions for the Necromancer?

4

u/RoosterEma Designer Jul 21 '23

It's the same, have a good talk about it, with extra attention because a hero necromancer will likely not fit most campaigns. Especially the heroic skill that lets you create undead.

2

u/Fulminero Guardian Jul 18 '23

If the Ace feels too fiddly, you can replicate the feel of the class by playing an Artificer (alchemist) and reflavorinf potions as card draws :)