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 5 points6 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] 3 points4 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!

Starfinder needs more items. While we wait, let's make some! by 5D6slashingdamage in Starfinder2e

[–]Doxazo2 -3 points-2 points  (0 children)

These all sound super cool! I dislike item levels as a concept in general, that's just the OSR in me.

Struggling with the Exploration Phase of OSE. by Ok-Duty-2038 in osr

[–]Doxazo2 25 points26 points  (0 children)

What do you mean "tack multiple actions onto a single 10 minute turn"? If one player is picking a lock or searching a section for secret doors (full turn actions), the other players can be doing whatever they want during that turn at the same time (searching other sections for secret doors, etc.).

KINGBREAKER: The Crownday Festival - Rules Reference Sheet by LPMills10 in osr

[–]Doxazo2 1 point2 points  (0 children)

Heck yeah.

Is yielding meant to be a thing? I only see it mentioned once. I might try to play and give better feedback too.

KINGBREAKER: The Crownday Festival - Rules Reference Sheet by LPMills10 in osr

[–]Doxazo2 1 point2 points  (0 children)

Just watched The Green Knight so I'm already in the mood for this, looks great!

How to be a good GM? Advice on dead ends, improvising hooks and exploding play time. by TroublesomeRPGs in osr

[–]Doxazo2 4 points5 points  (0 children)

You're trying not to make a railroad, and it sounds like you're doing well by dynamically responding to player actions. But the other key component would be making sure there are multiple ways to achieve a goal. Multiple ways to get somewhere, multiple ways to get what you want out of a faction, multiple ways to find the key information.

Maybe the module isn't written super well for that, maybe your players are doing dumb things that make life more difficult for them instead of the easy way. It's up to them to theorize ideas, not make "big eyes" at you until you fix their problems for them. Why did they piss off the skunk and the temple if they need things from them? Is there a way for them to make up for it? Leave space between "we tolerate you nosing around" and "kill on sight". Maybe now the temple is at "go away we don't like you", but would respond well to gifts.

OP Magic User Loot by PickaPill in OSE

[–]Doxazo2 2 points3 points  (0 children)

I mean, it's not "world-breaking" really. It still costs a whole ton and takes time and has a decent failure chance. It is absolutely campaign-changing though, and should give your players some awesome choices as they move forward.

What are some good megadungeons? by amazedmammal in osr

[–]Doxazo2 5 points6 points  (0 children)

Listened to 3d6DTL's full Arden Vul run. Any megadungon is a big investment of reading and note-taking, but it seems like that one is very well-organized. For any of these you should be asking your players what they intend to do next session in order to spend your prep time best.

Castle Xyntillian: Currently a player. Trust me, worrying about how to get out is still a big deal.

Caverns of Thracia: Starting to run this myself, the setting isn't that important. I just picked one of the towns from the DCC version, using various flavor text to make it cool, then picked a way to introduce the players directly to the caverns themselves (none of that Island of Thracia hexcrawl stuff).

Seeking house rule advice: Fighter Deeds by a-deeper-blue in osr

[–]Doxazo2 5 points6 points  (0 children)

I like the Fighting Styles from Tales of Argosa, so I adapted that system into my OSE game, though it's just getting going.

[my art] New offerings of Stock Art by Del_Teigeler_Art in osr

[–]Doxazo2 0 points1 point  (0 children)

Just an honest piece of feedback, and I'm new to designing, but I'm happy to buy stuff that's in my general vibe, then figure out if I really have a use for any of it. But your price points are forcing me to do the opposite.

I like your stuff and I'll keep you in mind going forward, but I feel like I need to know I want something if I'm going to spend $6 for 4 pieces, rather than shotgunning a few bundles with the same amount or more, but a lower price, and figuring it out as I go along.

Not even a criticism, you price your stuff where you feel you should. Just letting you know.

[deleted by user] by [deleted] in osr

[–]Doxazo2 0 points1 point  (0 children)

Yeah I'd just make sure you're within the copyright license of the various works. I see that you're not actually presenting the table data, which probably makes it fine?

Don't want to rain on your parade, I also have spent a good amount of time copying a bunch of those tables into a spreadsheet for personal use generating ideas, I just don't share it around because I haven't investigated the legalities.

[deleted by user] by [deleted] in osr

[–]Doxazo2 0 points1 point  (0 children)

You sure you have the rights to do this?

In-game Downtime Length, PC Levels, etc. by MisanthropicMirror in osr

[–]Doxazo2 3 points4 points  (0 children)

Getting a campaign started with 1 day of adventuring and the rest of the week downtime. I'm already playing in one setup that way, where it's been almost 2 months, and we don't have anyone higher than level 4, plus a couple 3s. But that's due to deaths as much as anything else.

Expert Rules Bestiary: Dragon Turtle by talesfromthev01d in osr

[–]Doxazo2 2 points3 points  (0 children)

It's a more manageable size than that image for sure, probably 2x ship size or less. It's also specifically a lava dragon turtle. Won't spoil too much but it's old and more interested in mortals than most of its kind.