A downloadable Tabletop RPG

Getting things done is hard. You may have many goals, but achieving them can be a challenge. It is as if monsters stand in your path, but they are unnamed and invisible. Yet, give them a name, a weapon, a story? Perhaps then it'd be easier to take them down and reap the rewards of your accomplishments.

Habit Hunts is a single-player productivity game of monster slaying. Whenever you seek to accomplish tasks, you become a Hunter, fighting against a deadly Monster. Habit Hunts uses the context of this combat as a way to push you to finish tasks, change habits, and even regularly relax. As a Hunter, you will complete tasks in order to Strike at the Monster you face. The Monster will Counter your Strikes, forcing you to relax and drink curative Potions. You can even incentivize good habits to Charge your Class Abilities and further turn the tides, but beware of bad habits that Provoke the Monster to wreak havoc.

Habit Hunts is inspired by video games like Monster Hunter: World and Path of Exile, role-playing games like Dungeons & Dragons and ROUTINES, and habit tracking systems such as Habitica.

Download

Download
habit-hunts-v1.pdf 142 kB

Comments

Log in with itch.io to leave a comment.

What is armored retribution in the context of the plated serpent?

HMM. I’m trying to remember! I’m guessing that I might have transformed that into Shield Bash over the course of writing the Bestiary, but reading it looks like it would deal 1d10 whenever it was Provoked and Armored. I bet Shield Bash is the correct replacement though!

Of course! Thanks again!

Deleted 16 days ago
(3 edits)

I actually really like this! It's the most game like gamification RPG I've seen yet! Also the hacking of the game should allow me to keep my interest for a long time! Oh, but I do have a question, how are wind up strikes used? I'm confused, do they add additional damage to decisive strikes? Are they their own attack? Is wind up necessary to make an attack?Where can I find a weapon's wind up threshold? I seem to not be able to find it in the armory.

That’s awesome! Glad you like it. The idea of Wind-Up Strikes is for Tasks that can’t be completed all at once: if you make progress in whatever way you define it, you charge the Wind-Up so that you can make a big hit later or do incremental damage (depending on the weapon). In this way, they ARE their own attacks, though weapons like the Colossal Hammer include the Wind-Up Bonus in the Decisive Strike too. However, I seem to have forgotten to put the Wind-Up Thresholds on the weapons! The Thresholds should push you to say “Hey, I haven’t FINISHED this task yet, but since I’ve made <Threshold> progress, I can do the Wind-Up Strike rather than Decisive or Precision.” I can make a note to go back and update things, but if you want to add some Thresholds for your own Hunts, my rule of thumb is that I’d try to make a weapon that can do any Strike (or at least 2 of the 3) but is best at 1. The Hammer was my attempt at the Wind-Up-focused weapon (if it had a Threshold); other Weapons might have a much higher Threshold so their value on Decisive or Precision Strikes was clearly higher.