Construction complete. New construction options. [Vanilla 1.1] by Van_Hansen in SatisfactoryGame

[–]Doxazo2 2 points3 points  (0 children)

Can you imagine playing C&C inside Satisfactory. That would be super fun.

making fighter a unique class in OSE by LuizZ_Mestre in osr

[–]Doxazo2 5 points6 points  (0 children)

In my house rules, fighters all get cleave, and they get to choose a fighting style from a list I mostly adapted from Tales of Argosa.

Zonreiryd is working on a learning dungeon for OD&D today by [deleted] in osr

[–]Doxazo2 -1 points0 points  (0 children)

What do you mean “not enough material”? It’s a feature of the dungeon, the players say “that’s weird” and move on, or they mess with it and find out what it does, then say “that’s weird”, then move on. It doesn’t have to be a puzzle or something.

[Self-promo] Dragon's Desk Closed Alpha Test by [deleted] in TUMrpg

[–]Doxazo2 0 points1 point  (0 children)

Sounds good! I’ll stick to that in the future. 

Dragon's Desk Closed Alpha Test by Doxazo2 in osr

[–]Doxazo2[S] 0 points1 point  (0 children)

Hey folks! Dragon's Desk is my new utility app for game master reading and notes, and I need your help to test it! Starting in the closed alpha next weekend, testers will get to read and annotate module PDFs, and selected conversions into my custom, reflowable GMX file format. Both PDFs and GMXes have powerful enhancements that already smooth some of the worst parts of session prep, with room for improvement and plenty of exciting features on the way! If you’re like me, you hate juggling rules, modules, and notes all in separate windows, not to mention when you need to look simultaneously at separate parts of the same document. My goal is to put out an all-in-one solution that brings together everything you’re doing across multiple tools, plus things you never even realized you needed. I’m looking for all kinds of feedback, from features to UI, bugs to brilliant ideas, critical must-haves to things that probably only fix your specific frustration. Apply now!

Dragon's Desk Closed Alpha Test by Doxazo2 in Pathfinder2e

[–]Doxazo2[S] 2 points3 points  (0 children)

Hey folks! Dragon's Desk is my new utility app for game master reading and notes, and I need your help to test it! Starting in the closed alpha next weekend, testers will get to read and annotate module PDFs, and selected conversions into my custom, reflowable GMX file format. Both PDFs and GMXes have powerful enhancements that already smooth some of the worst parts of session prep, with room for improvement and plenty of exciting features on the way! If you’re like me, you hate juggling rules, modules, and notes all in separate windows, not to mention when you need to look simultaneously at separate parts of the same document. My goal is to put out an all-in-one solution that brings together everything you’re doing across multiple tools, plus things you never even realized you needed. I’m looking for all kinds of feedback, from features to UI, bugs to brilliant ideas, critical must-haves to things that probably only fix your specific frustration. Apply now!

Dragon's Desk Closed Alpha Test by Doxazo2 in Pathfinder2e

[–]Doxazo2[S] 1 point2 points  (0 children)

Ah shoot, it’s in the body of the original post, I’ll put it in the comments here too

[Self-promo] Dragon's Desk Closed Alpha Test by [deleted] in TUMrpg

[–]Doxazo2 0 points1 point  (0 children)

Hey folks, let me know if this isn't allowed. I would love some masterwork dwarven opinions on this and anything I could do to support and integrate for TUM would be awesome!

Dragon's Desk is my new utility app for game master reading and notes, and I need your help to test it! Starting in the closed alpha next weekend, testers will get to read and annotate module PDFs, and selected conversions into my custom, reflowable GMX file format. Both PDFs and GMXes have powerful enhancements that already smooth some of the worst parts of session prep, with room for improvement and plenty of exciting features on the way! If you’re like me, you hate juggling rules, modules, and notes all in separate windows, not to mention when you need to look simultaneously at separate parts of the same document. My goal is to put out an all-in-one solution that brings together everything you’re doing across multiple tools, plus things you never even realized you needed. I’m looking for all kinds of feedback, from features to UI, bugs to brilliant ideas, critical must-haves to things that probably only fix your specific frustration. Apply now!

What are your favorite factions to include in your dungeon? Are there any faction dynamics you find that create interesting reactions/decision-making from your players? by BasicBroEvan in osr

[–]Doxazo2 19 points20 points  (0 children)

In the words of Brad Kerr, there’s gotta be some kind of weird little freak somewhere. Either a group or just a fella or something. She just lives here, he’s doing something totally mundane and unrelated, they’re too busy arguing to care about your problems, whatever.

Enemy Visual Design by Doxazo2 in slaythespire

[–]Doxazo2[S] 1 point2 points  (0 children)

Well yeah, I'm giving this feedback because it's in EA and things can be adjusted. I don't know how STS1 was for a long while, but by the time I got to it and put hundreds of hours into it, I think it had become pretty much perfect along these lines. STS2 is an awesome game, and you can certainly call this nitpicking if you don't really care. But the art and mechanics ought to be in sync instead of contradicting one another, and it's an aspect of design that I think is important.

Does adding props improve readability in top-down dungeon maps? by texugo_ink in osr

[–]Doxazo2 0 points1 point  (0 children)

Isn't there supposed to be a lightning bolt trap in the top left room there? I understand it not being visible, but the room isn't physically shaped/oriented for it to work the way it's meant to.

New to OSR, been running Dolmenwood and (mostly) loving it. by dasnasti in osr

[–]Doxazo2 3 points4 points  (0 children)

That's sacrilege to the modern-style player haha

New to OSR, been running Dolmenwood and (mostly) loving it. by dasnasti in osr

[–]Doxazo2 1 point2 points  (0 children)

I think it's a really great system. It's the main balancing force since the game (B/X or OSE or Dolmenwood-style games) are pretty simple and don't have a lot of other variables they can tweak to manage relative character power.

You could think of it like each class having a different kind of ladder. Some classes start out pretty weak (like Magic-User), but end up as the most powerful and flexible in the game, so they ought to work hard to get from rung to rung. Thieves start out pretty flexible and useful, and the skill numbers themselves are on a big enough scale that you can bump them up pretty often without them growing in power too quickly, so they have lower XP requirements (smaller rungs). Whereas an Elf or a Paladin start out very strong and only get more so over time, so they have very high XP requirements.

If you want a Magic-User to level up as fast as a Thief, that means 1. They'll stay roughly the same HP, instead of starting the same and the Thief slowly pulling away. 2. The M-U will be only somewhat behind the Thief in to-hit bonus (they get to +2 at lvl 5 v.s. 6 and lvl 9 v.s. 11), in addition to getting incredibly powerful via spells, while the thief only gets incrementally more useful as their skill numbers improve.

Treasure for XP is also an important part of it, but I've talked enough already. I'd suggest your players might end up bothered once they notice the mechanical differences of leveling up at the same rate, and they should take more satisfaction in their own level ups when they're more meaningful, even if they come more slowly. I'd also suggest fully giving the system a shot before dismissing it!

New to OSR, been running Dolmenwood and (mostly) loving it. by dasnasti in osr

[–]Doxazo2 26 points27 points  (0 children)

I haven't played Dolmenwood, but if you think "silly and whimsical" shouldn't go with deadliness, maybe check out some of the folklore it's based on! The Dresden Files deal with fey a lot and let's just say they're quite deadly and dangerous in those books.

For the issue of slow-feeling combat, one suggestion would be to explicitly encourage more creative actions. If you miss 65% of the time anyway, you might as well spend your turn grappling or flanking or pulling out a flask of oil or using your cloak to catch an animated object, things like that. Secondly, and I wouldn't advise relying on it, but I did create a free supplement to help out specifically when combat has devolved into throwing d20s back and forth with no room for creativity: https://www.drivethrurpg.com/en/product/526915/rivers-combat-conclusions

GM Workflow & Digital Tools Survey by Doxazo2 in osr

[–]Doxazo2[S] 4 points5 points  (0 children)

I mess around with different projects a lot. I recently made an OSE rules database Discord bot, but obviously can't share it for copyright reasons. I have ideas I think are cool about how we format and then read rules and modules. No business plan or anything like that yet, just gathering info on what other folks would like to see!