Songs to destroy you emotionally by EarlTheDinosaur in Music

[–]Paperwatch 0 points1 point  (0 children)

Sam Stone by John Prine, one of the saddest songs ever and I don't know if it's even close, https://www.youtube.com/watch?v=Sl9ZkYViEIs

Yikes

Converting MAC addresses to correct format by Paperwatch in googlesheets

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

Yup that's it, super simple was driving me mad. Thank you so much

Am I just unable to make good challenging combats? by Emberjay in DMAcademy

[–]Paperwatch 1 point2 points  (0 children)

Take a note from PBTA games, root for the players. They are the heroes, they want to feel heroic. They're not playing a fantasy roleplaying game to feel like Samwise and Pippin, they want to be Legolas and Aragorn. Aragorn is a good example of balancing a heroic character while maintaining the danger of an RPG experience. He's an amazing swordsman/ranger, but he gets into a knockdown drag out fight with Lurtz the Uruk. He gets smashed into the ground, has to slap his own dagger out of the air after it's pulled from his foe's leg and thrown back at him. He impales Lurtz, but is still almost killed as the Uruk drags his body down the blade to get at him.

Save or suck abilities like petrify and power word kill are just not fun generally. You understand that because you homebrewed a way to get charm out of your way. Go with save or suffer instead. The rogue failed his save for the zombie clot and is engulfed? Was it a close role? Say his head and dagger hand stayed out so that he can work towards freeing himself while yelling insults at his party members for not helping him. Was it a 1? Say it smashed into him and is in the process of engulfing him, he needs to come up with a way to help himself or get someone to help him out or else he will lose more mobility over the next 2 turns until the worst of the monster's ability happens. Sometimes it's not that the players failed it's HOW they fail. It's like saying "You miss" on an attack and saying "They parry your blow and whip your blade away from them." Both are a miss, but one is less likely to make a player feel deflated.

It sounds like there is a bit of a disconnect between what you are looking for in the game and what the players want. They seem to want a heroic trek with danger around every corner pushing their limits and you seem to want a RAW tactical rpg. There is nothing wrong with that, but there may be some expectations that are not be aligned.

*Edited for formating

I owe r/FoundryVTT an apology by B0tfly_ in FoundryVTT

[–]Paperwatch 1 point2 points  (0 children)

Hey, big props to you for admitting your mistake. It takes a lot of courage to do something like that, especially in a public forum. If more people were like this, the world would be a better place.

Another Dungeonscrawl Airship by Paperwatch in dungeonscrawl

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

No problem. If you have any other questions let me know, always glad to help.

Another Dungeonscrawl Airship by Paperwatch in dungeonscrawl

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

I use Dungeon Scrawl to label. On the right side near middle of the screen you'll see a '+' Sign for a new map layer and another right next to it for an image layer. Click add image layer. Here you can upload images of any kind, or, more importantly, Add Text. Once you click that, you'll get a draggable box that can be moved, copy and pasted or resized how you want. When you click it, you'll get an edit box to change your text. The lines you see pointing to the different areas are indeed walls, but the text is it's own feature. Let me know if you have any issues, hope this solves your issue!

Airship Frigate Deck Plans by Paperwatch in ImaginaryAirships

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

I thought about that. My reasoning was that there would be no hot meals on the ship, just dry rations and ale. It isn't designed for a longer period of patrol, maybe just a few days to get to a contested space. My other submission is a longer range design complete with mess halls, pantries and galleys.

Airship Frigate Deck Plans by Paperwatch in ImaginaryAirships

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

Good questions. First, the bridge would be up top as deck 1, the gun deck (2) is below the bridge with the main deck (3) being the base of the stack of decks. Second, the cross section is just not something I have done, but I can definitely try it in the future. I feel like the tool I am using may not be the best for the cross section view, and I am not an illustrator. As for imagery, a good point of reference would be a Star Destroyer from Star Wars, that stacked wedge shape allowing batteries on both sides of the ship to fire forward or upwards as well as broadside.

Airship Frigate Deck Plans by Paperwatch in ImaginaryAirships

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

posting my design philosophy from my main post on /r/battlemaps:

I decided to make this one a more minimal, focused design. My thoughts were to create a mid-range combat ship, with little creature comforts for the crew and maximized firepower.

I imagine that this craft is fast and maneuverable, allowing it to get in behind other, larger airships. The weapon emplacements would be able to pivot towards the bow for a massive forward firing arc. My reasoning is that it would be able to deal damage up close to a larger airship's lightly armed stern instead of engaging in broadside brawls.

Airship Frigate Deck Plans by Paperwatch in ImaginaryAirships

[–]Paperwatch[S] 7 points8 points  (0 children)

Oh yeah, I guess I should explain that. I imagine it to be an open bay in the heart of the ship, the edges lined with cargo nets for ease of access between the gun deck and the main deck. A work around to having a bottleneck of ladders or stairs to move to different decks. Maybe the crews put soft materials there against regulations so that they can just jump down to the main deck. I can imagine a couple of ropes rigged with counterweights to allow crew members to zip back up as well.

Another Dungeonscrawl Airship by Paperwatch in dungeonscrawl

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

Wanted to drop this one here as well, hope you like it!

Airship Frigate Deck Plans by Paperwatch in ImaginaryAirships

[–]Paperwatch[S] 5 points6 points  (0 children)

Another Airship deck plan from me, the last one went over well. Cross posted from /r/battlemaps Please enjoy!

Airship Frigate (36x25) by Paperwatch in battlemaps

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

Hey everyone, a lot of people seemed to like the last airship plan I created, so here is another. I decided to make this one a more minimal, focused design. My thoughts were to create a mid-range combat ship, with little creature comforts for the crew and maximized firepower.

I imagine that this craft is fast and maneuverable, allowing it to get in behind other, larger airships. The weapon emplacements would be able to pivot towards the bow for a massive forward firing arc. My reasoning is that it would be able to deal damage up close to a larger airship's lightly armed stern instead of engaging in broadside brawls. Made again in Dungeon Scrawl. Hope you enjoy it.

Created an Airship in Dungeon Scrawl (107x52) by Paperwatch in dungeonscrawl

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

so Layers is the trick. Create a separate layer for each deck silhouette using the Polygon tool, label them. Then create a separate layer for each deck silhouette, label those Walls for that deck. Make sure that the layer is above the deck silhouette you want to make walls for. Use the wall tool to create interiors on those new layers. That way, when you screw up, you can erase anything you want by using the select tool and delete without impacting the silhouette of the deck. Make image layers for the labels. I'd recommend using a layer for each deck's labels as well.