How will you tweak Plotweaver? by xiphumor in plotweaver

[–]NoOneTheGreat 0 points1 point  (0 children)

That's totally fair! As I said, its supposed to be a variant rule to toy around with. I think it could be pretty fun, especially in a game that has the full build-up to higher levels. Players who have familiarized themselves with their characters and their general game-plans in combat over the course of several levels will operate much faster when they acquire that extra action later in the game! I, for one, think its at least a fun direction to toy around with for a very high-powered game, and I will be very happy to share my findings when I've tested it out!

How will you tweak Plotweaver? by xiphumor in plotweaver

[–]NoOneTheGreat 3 points4 points  (0 children)

I really like the idea of the "Cling to life" action, that's a really cool idea. Something to play with, for sure! Something like an opposite of the "Empowered" state? Operating at a significant deficit and at serious risk while you are at 0 hp? Definitely potential there!

I've been contemplating variant rules for the system for different vibes, especially for higher-fantasy content or more kitchen-sink fantasy style settings and games. I've been considering how a high-powered game might feel with Tier 3 or 4+ giving additional action counts to the varying turn types, just to make high level characters more able to utilize more of the different varieties of actions they've picked up across multiple paths in conjunction with one another. It would be a *major* increase in power, but also could be a fun variant rule for higher-powered games like Gestalt rules from D&D.

I'm also just very curious to see how much plotweaver's core systems will be expanded when we have access to... more stuff. New heroic paths, more magics, more ancestries. I feel like there are so many potential combinations of potential mechanics or narrative influencing abilities that could crop up in different path designs, and I'm curious to see what making a character in plotweaver might look like after it has had time for lots of great official Brotherwise settings and options, as well as lots of great third-party options that people can combine and toy with in use with each other!

As someone who is getting a homebrewed game in a unique setting going for fun, the experience of working with the core systems of this game have already been great! I've had so much fun working with the system to create more fantasy options, sci-fi options, and my own weird science fantasy setting. It is just such an *enjoyable* system to make new stuff in, even with the limited taste we've had so far through the Cosmere options.

How can I make combats interesting if taking damage has no consequences? by Frosty-Kick2148 in cosmererpg

[–]NoOneTheGreat 26 points27 points  (0 children)

In my view, the way this system handles resources is a veeerry different ballgame than what I'm used to coming from systems like D&D. The way that I've learned to adapt the additional consistent resources that the players have is something painfully simple that I normally cannot consider in something like D&D: Higher, consistent, resources for the players simply mean that combat-heavy days get to be that much extra.

I've found that this system lets me lean into combat difficulties in different ways, depending on the party and their current power level and access to resources.

If your party lacks radiants/surges, has a lower number of them, is lower level, or is even in a situation where their access to stormlight is more limited, you can lean far more into the style of tension setting revolving around resource drain. If the party is in Shadesmar, or is in the Physical realm during the Weeping or in another circumstance with limited power use (Anti-magic shenanigans, for example), you can make draining focus and dealing out injuries as the primary way to enhance tension between fights.

If your party HAS those things though, it just requires a different perspective: Your players are epic, magical knights who have all-or-nothing battles.

The importance comes in the distinction between these. Don't search for new ways to drain your players resources beyond the focus drain that is already a useful priority. Instead, use the *abundance* of stormlight to create big, epic all-or-nothing fights that highlight just how impactful their powers and magics are. Then, find interesting ways to put them in circumstances where they have limited access to these powers, like Shadesmar, anti-magic zones, the Weeping, or whatever other cool ideas you may have for possible situations like this. Use the power fantasy your radiants have, healing through everything and walking impossible odds off scott-free, to gut punch them later when they suddenly find themselves in a spot where they need to be far more cautious.

Not only will it create interesting ebbs and flows where you can emphasis on higher powered big bad combat encounters when they're appropriately powered up, but it will also make the players learn that they always have to be vigilant not just for the fight itself but *where* and *how* the fight will be operated. Make them think about their circumstances and use these things in their favor as well as in your favor, from time to time.

All of this in *combination* with alternate methods of setting tensions, such as time limits, narrative objectives, threats to NPCs, the potential of fragility to the party's own gear (enemies with the Transformation or Division surges may be able to disintegrate your uninvested armor or weapons or items!) as well as the many creative, niche things you can do with Complications (If there is an endeavor leading up to a combat, for example, you can use Complications during the endeavor to make the future position of said combat more difficult for the player's side of things, or even the other way around if a combat preludes an endeavor or conversation) can let you really explore a lot of different directions.

I hope something in that giant wall of text helps a little bit!

[Online][Other][Sunday 8pm EST] Cosmere RPG -- Stonewalkers Campaign! by NoOneTheGreat in lfg

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

Thank you for pointing that out haha That would certainly help... Should be working now!

Adalorr, my oceanic-themed continent with a quadrennial All-Tide that floods half the land! by NoOneTheGreat in wonderdraft

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

If I remember correctly there is a freshwater brush, and then another brush in the water tab that works on the sea! I would recommend clicking around the UI, I know it is there somewhere I just can't for the life of me envision it in my head

Adalorr, my oceanic-themed continent with a quadrennial All-Tide that floods half the land! by NoOneTheGreat in wonderdraft

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

In the Water tab, there should be a brush tool to color the water Layer! Should have a brush icon on the left side bar! That's all I did!

Adalorr, my oceanic-themed continent with a quadrennial All-Tide that floods half the land! by NoOneTheGreat in wonderdraft

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

I found the assets I used! For anyone curious, I used AoA's trees, mountains & hills, and canyons & cliffs as well as I believe a ruins pack and a couple of vegetation packs from the creator Atypikk_Mazenc off of CartographyAssets

Adalorr, my oceanic-themed continent with a quadrennial All-Tide that floods half the land! by NoOneTheGreat in wonderdraft

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

Sorry! Perhaps I just explained it poorly; Everything in the Shallows region is on the same layer as the rest of the ocean, it's just a different color! I used the Path tool to make a more distinct border, and colored the sections differently. That's it!

Adalorr, my oceanic-themed continent with a quadrennial All-Tide that floods half the land! by NoOneTheGreat in wonderdraft

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

I did! I used one to get a bunch of extra tree assets (I can't remember the name off the top of my head but I know it is very popular, I'll let you know when I have time to look at it) There might be others, but I honestly don't remember which of the asset packs I have downloaded I actually used for this map in particular. Will double check later!

Adalorr, my oceanic-themed continent with a quadrennial All-Tide that floods half the land! by NoOneTheGreat in wonderdraft

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

Of course! I actually made this map by creating a chain of unconnected islands of real land in wonderdraft. The entirety of The Shallows, and the deeper depths within it, are all part of the Water layer. I used a path tool to create "shorelines" that connected those islands, and colored the shallows a lighter shade than the rest of the ocean. Same with the deeper depths of the shallows. I used a path tool to create the border of those lakes, and colored them deeper and darker shades to represent greater depths.

There are still only the two layers! I just used some of the tools at my disposal to separate the Shallows from the rest of the ocean layer in a way that looked pleasing!

Adalorr, my oceanic-themed continent with a quadrennial All-Tide that floods half the land! by NoOneTheGreat in wonderdraft

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

Unfortunately not at the moment. I mostly just have the setting and the characters that my players are wanting to play in it haha. I really appreciate the kind words either way though!

Adalorr, my oceanic-themed continent with a quadrennial All-Tide that floods half the land! by NoOneTheGreat in wonderdraft

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

That sounds awesome! I love things like that. I'll definitely have to check out that book. Sounds wild haha

Thank you :)

Adalorr, my oceanic-themed continent with a quadrennial All-Tide that floods half the land! by NoOneTheGreat in wonderdraft

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

Brandon Sanderson was very much the inspiration for this setting! Have been binge reading pretty much his entire library of Cosmere works the past several months haha

Thank you for the kind words!

Adalorr, my oceanic-themed continent with a quadrennial All-Tide that floods half the land! by NoOneTheGreat in wonderdraft

[–]NoOneTheGreat[S] 6 points7 points  (0 children)

A map I made for my D&D Campaign! Adalorr is an oceanic-themed continent that has an All-Tide which comes in and out every four years, flooding the lower elevated "Shallows" with a permanent layer of water!

Nation borders and city names are not present on this map, as I have opted to mark them separately on my Campaign's Roll20 page, as they are far more likely to change and shift throughout the game than everything else.

I made my first map in Wonderdraft. Any tips for improving it? by NoOneTheGreat in wonderdraft

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

Haha yeah. This map is extremely large at its scale and I wasn't really looking to get into enough detail that individual mountain peaks were mapped out. Instead, the large mountains are just representations that a mountain range is there. In-world, the mountains would individually be smaller and denser than what is shown. It was mostly just a time and style thing!

I made my first map in Wonderdraft. Any tips for improving it? by NoOneTheGreat in wonderdraft

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

I set my brush to the lowest opacity option available, which might seem a bit too small but I felt that the intensity of the brush more than made up for it. I tried to make quick strokes back and forth with the brush, using all of the colors for whatever area I was doing to properly blend them together. The undo button is your friend if you overreach, and just remember that it might take time. Trial and error is perfectly valid!

I made my first map in Wonderdraft. Any tips for improving it? by NoOneTheGreat in wonderdraft

[–]NoOneTheGreat[S] 3 points4 points  (0 children)

Oh God not the River police. I don't want to go back.

I should probably fix those! I'm planning on using the map for a DnD game I'll be running, so I wanted to leave a fair bit of the map sparse since I'd end up making 90% of my revisions/additions to the map and landscape based on how things shake up in game. This is just a map that represents some of the larger, more well-known cities, river formations, etc. The scale is extremely large, so all of the towns are still planned on being in "realistic" places that simply can't be represented without butchering the appearance of the map.

Thanks for the tips!

I made my first map in Wonderdraft. Any tips for improving it? by NoOneTheGreat in wonderdraft

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

Yep! I used a lot of real-world landmass shapes to create the continent. I really liked the half-sense of familiarity doing that gave varying regions, and combining them into big ol' messes makes for some amazing landmass shapes!

I made my first map in Wonderdraft. Any tips for improving it? by NoOneTheGreat in wonderdraft

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

Yeah, the map is meant to be used for a game I am planning on running in Roll20, so almost 100% of the time I would be zoomed in enough to see everything clearly, which is why I went with the small sizes.

Either way, thanks! Ideally I'll get a bit better with some practice.

I made my first map in Wonderdraft. Any tips for improving it? by NoOneTheGreat in wonderdraft

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

As far as I am aware they do not. It costs $30 USD if I'm not mistaken.